From 1857af64af64cf7c9e48af122797a5bf3d8ca27c Mon Sep 17 00:00:00 2001 From: unknown117343 <174966515+unknown117343@users.noreply.github.com> Date: Tue, 3 Dec 2024 21:55:19 +0000 Subject: [PATCH] Switching JSONS to the one that others have started. Fixed some stuff so far. --- ...Guild; Ultimate Adventurer's Handbook.json | 3996 --- ....; The Ultimate Adventurer's Handbook.json | 27402 ++++++++++++++++ 2 files changed, 27402 insertions(+), 3996 deletions(-) delete mode 100755 collection/DMsGuild; Ultimate Adventurer's Handbook.json create mode 100755 collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json diff --git a/collection/DMsGuild; Ultimate Adventurer's Handbook.json b/collection/DMsGuild; Ultimate Adventurer's Handbook.json deleted file mode 100755 index b24aecaef..000000000 --- a/collection/DMsGuild; Ultimate Adventurer's Handbook.json +++ /dev/null @@ -1,3996 +0,0 @@ -{ - "_meta": { - "sources": [ - { - "json": "UltimateAdventure", - "abbreviation": "UAH", - "full": "Ultimate Adventurer's Handbook", - "authors": [ - "Benjamin Huffman", - "Ross Leiser", - "Willy Abeel", - "Leon Barillaro", - "Lyde Van Hoy", - "Amber Litke", - "Proxy Bacchus Quick", - "Tyler “Walrock” Reed", - "Sean vas Terra", - "Matthew Whitby", - "Jasmine Yang" - ], - "convertedBy": [ - "Unknown" - ], - "version": "1.0.0", - "color": "A170AF", - "url": "https://www.dmsguild.com/product/391037/The-Ultimate-Adventurers-Handbook", - "targetSchema": "1.0.0" - } - ], - "dateAdded": 1733205994, - "dateLastModified": 17332059946, - "edition": "classic" - }, - "subclass": [ - { - "name": "Path of Blood", - "source": "UltimateAdventure", - "page": 43, - "shortName": "Blood", - "className": "Barbarian", - "classSource": "PHB", - "subclassFeatures": [ - "Path of Blood|Barbarian||Blood|UltimateAdventure|3", - "Scarification|Barbarian||Blood|UltimateAdventure|6", - "Bloodseeker|Barbarian||Blood|UltimateAdventure|10", - "Intrinsic Power|Barbarian||Blood|UltimateAdventure|14" - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventure/subclass/Path-of-Blood.webp" - } - } - ] - } - }, - { - "name": "Path of the Skinchanger", - "source": "UltimateAdventure", - "page": 46, - "shortName": "Skinchanger", - "className": "Barbarian", - "classSource": "PHB", - "subclassFeatures": [ - "Path of the Skinchanger|Barbarian||Skinchanger|UltimateAdventure|3", - "Shape of the Lesser Beast|Barbarian||Skinchanger|UltimateAdventure|6", - "Primal Rage|Barbarian||Skinchanger|UltimateAdventure|10", - "Shape of the Greater Beast|Barbarian||Skinchanger|UltimateAdventure|14" - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventure/subclass/Path-of-the-Skinchanger.webp" - } - } - ] - } - }, - { - "name": "Path of the Stampede", - "source": "UltimateAdventure", - "page": 47, - "shortName": "Stampede", - "className": "Barbarian", - "classSource": "PHB", - "subclassFeatures": [ - "Path of the Stampede|Barbarian||Stampede|UltimateAdventure|3", - "Run With The Herd|Barbarian||Stampede|UltimateAdventure|6", - "Unstoppable Momentum|Barbarian||Stampede|UltimateAdventure|10", - "Incite Stampede|Barbarian||Stampede|UltimateAdventure|14" - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventure/subclass/Path-of-the-Stampede.webp" - } - } - ] - } - }, - { - "name": "Path of the War Chief", - "source": "UltimateAdventure", - "page": 49, - "shortName": "War Chief", - "className": "Barbarian", - "classSource": "PHB", - "subclassFeatures": [ - "Path of the War Chief|Barbarian||War Chief|UltimateAdventure|3", - "War Song|Barbarian||War Chief|UltimateAdventure|6", - "Commanding Presence|Barbarian||War Chief|UltimateAdventure|10", - "Chieftain's Voice|Barbarian||War Chief|UltimateAdventure|14" - ], - "fluff": { - "images": [ - { - "type": "image", - "href": { - "type": "external", - "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventure/subclass/Path-of-the-War Chief.webp" - } - } - ] - } - } - ], - "subclassFeature": [ - { - "name": "Path of the War Chief", - "source": "UltimateAdventure", - "page": 49, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "War Chief", - "subclassSource": "UltimateAdventure", - "level": 3, - "entries": [ - "While some barbarians prefer a life of savage solitude, others long for a tribe. Barbarians on the Path of the War Chief are leaders and warrior kings who can turn any scrappy group of companions into a tight-knit tribe. Inspiring their allies to victory with battle cries and war songs, War Chiefs lead every battle from the frontline.", - { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiency|Barbarian||War Chief|UltimateAdventure|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Tribal Leader|Barbarian||War Chief|UltimateAdventure|3" - } - ] - }, - { - "name": "Bonus Proficiency", - "source": "UltimateAdventure", - "page": 49, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "War Chief", - "subclassSource": "UltimateAdventure", - "level": 3, - "header": 1, - "skillProficiencies": [ - { - "choose": { - "from": [ - "history", - "intimidation", - "performance", - "persuasion" - ] - } - } - ], - "entries": [ - "When you adopt this path at 3rd level, you gain proficiency in one of the following skills of your choice: History, Intimidation, Performance, or Persuasion. Alternatively, you learn one language of your choice." - ] - }, - { - "name": "Tribal Leader", - "source": "UltimateAdventure", - "page": 49, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "War Chief", - "subclassSource": "UltimateAdventure", - "level": 3, - "header": 1, - "entries": [ - "At 3rd level, you learn to bolster the resolve of your allies, and crush that of your enemies, with battle cries. You learn two battle cries of your choice, which are detailed under Battle Cries below. You learn an additional battle cry of your choice at 6th, 10th, and 14th level. Each time you gain a barbarian level, you can replace one battle cry you know with a different one.", - "You can issue one of your battle cries as an action on your turn. When you do, you choose a creature other than yourself within 30 feet of you that can hear you as the target for the battle cry. That target gains the effect of the chosen battle cry.", - "As part of the bonus action you use to enter a rage or as a bonus action while raging, you can issue a battle cry." - ] - }, - { - "name": "War Song", - "source": "UltimateAdventure", - "page": 49, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "War Chief", - "subclassSource": "UltimateAdventure", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, you augment your rage with a tribal song or chant that inspires greater power in your allies' attacks. While raging, when a friendly creature other than you within 30 feet of you hits with an attack, the attack gains a bonus to its damage roll equal to half your rage damage bonus. A creature must be able to hear you to gain the benefits of this feature." - ] - }, - { - "name": "Commanding Presence", - "source": "UltimateAdventure", - "page": 49, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "War Chief", - "subclassSource": "UltimateAdventure", - "level": 10, - "header": 2, - "entries": [ - "At 10th level, you gain a supernatural ability to influence and inspire obedience in others. You can cast the {@spell command} and {@spell suggestion} spells without providing material components. Constitution is your spellcasting ability for the spells.", - "Once you cast {@spell suggestion} with this feature, you can't cast either spell with this feature again until you finish a short or long rest." - ] - }, - { - "name": "Chieftain's Voice", - "source": "UltimateAdventure", - "page": 50, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "War Chief", - "subclassSource": "UltimateAdventure", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, your voice booms with such incredible authority that even those who cannot hear it are compelled to listen. If a creature is deafened, it can still hear you when you speak, as well as when you make any noise, for the purpose of your Path of the War Chief features.", - "Additionally, the range of your War Song increases to 60 feet, and when you issue a battle cry, you can choose a creature within 60 feet that can hear you as the target for the battle cry's effects." - ] - }, - { - "name": "Path of the Stampede", - "source": "UltimateAdventure", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Stampede", - "subclassSource": "UltimateAdventure", - "level": 3, - "entries": [ - "There are few things in nature as pure as the adrenaline and ferocity of a wild stampede. Barbarians that embody the Path of the Stampede attempt to channel this spirit into their lives, running not through fear, but through rage. These barbarians are commonly found in nomadic tribes that follow the migrating herds of animals, using their raw strength to literally crush their enemies underfoot.", - { - "type": "refSubclassFeature", - "subclassFeature": "Thundering Stampede|Barbarian||Stampede|UltimateAdventure|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Wild March|Barbarian||Stampede|UltimateAdventure|3" - } - ] - }, - { - "name": "Thundering Stampede", - "source": "UltimateAdventure", - "page": 46, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Stampede", - "subclassSource": "UltimateAdventure", - "level": 3, - "header": 1, - "entries": [ - "Starting when you choose this path at 3rd level, your rage becomes fueled with the momentous force of a wild stampede. While raging, if you move at least 10 feet towards a creature before hitting it with a melee weapon attack, you can attempt to shove the creature as part of the same action. If the shove is successful, the creature takes 1d6 thunder damage. You can only use this feature once per turn." - ] - }, - { - "name": "Wild March", - "source": "UltimateAdventure", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Stampede", - "subclassSource": "UltimateAdventure", - "level": 3, - "header": 1, - "entries": [ - "Also at 3rd level, you learn to push past the limits of your body and move farther than you would otherwise. You can use a bonus action on each of your turns to take the Dash action." - ] - }, - { - "name": "Run With The Herd", - "source": "UltimateAdventure", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Stampede", - "subclassSource": "UltimateAdventure", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th level, the energy in your movement inspires your allies to new heights of their own speed. While raging, your speed increases by 10-foot, and at the start of each of your turns, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). Those creatures gain a 10 feet bonus to their speed until the start of your next turn." - ] - }, - { - "name": "Unstoppable Momentum", - "source": "UltimateAdventure", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Stampede", - "subclassSource": "UltimateAdventure", - "level": 10, - "header": 2, - "entries": [ - "At 10th level, you become virtually impossible to hold down, easily overcoming obstacles that would hinder most others. You can move across difficult terrain without spending additional movement, and you have advantage on saving throws and ability checks against any effect that would reduce your speed or impose the grappled or restrained conditions on you." - ] - }, - { - "name": "Incite Stampede", - "source": "UltimateAdventure", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Stampede", - "subclassSource": "UltimateAdventure", - "level": 14, - "header": 2, - "entries": [ - "At 14th level, your ferocity whips your allies up into a frenzied stampede, trampling anyone in your paths. When you enter a rage, you can let loose a mighty roar, inspiring up to 10 creatures of your choice that can hear you into action. When you do, each chosen creature can use its reaction to move up to its movement speed and attempt to shove a creature within its reach.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Path of the Skinchanger", - "source": "UltimateAdventure", - "page": 46, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Skinchanger", - "subclassSource": "UltimateAdventure", - "level": 3, - "entries": [ - "You belong to an ancient line of barbarians who practice sacred hunts and rituals to adopt the shape of beasts. When you begin this path, you incorporate elements of the beasts you have hunted into your physical form when you rage. As you continue on the path, you learn to slip from your skin to that of a beast and grow to the size of nature's fiercest predators when you rage.", - { - "type": "refSubclassFeature", - "subclassFeature": "Sacred Hunt|Barbarian||Skinchanger|UltimateAdventure|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Skinchanging|Barbarian||Skinchanger|UltimateAdventure|3" - } - ] - }, - { - "name": "Sacred Hunt", - "source": "UltimateAdventure", - "page": 46, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Skinchanger", - "subclassSource": "UltimateAdventure", - "level": 3, - "header": 1, - "entries": [ - "When you choose this path at 3rd level, you learn a sacred hunting ritual that allows you to gain the abilities of beasts. With 1 hour of heavy activity, you can perform this ritual, choosing a natural weapon and your choice of two of the following benefits. Once the ritual is completed, you gain that natural weapon and those benefits while raging. When you perform this ritual again, you lose all benefits selected from your previous use of this feature.", - { - "type": "entries", - "name": "Natural Weapon", - "entries": [ - "You grow horns, tusks, sharpened teeth, or claws. This is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal damage equal to {@dice 1d8} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you use horns, tusks, or sharpened teeth this damage is piercing, if you use claws this damage is slashing." - ] - }, - { - "type": "entries", - "name": "Climber", - "entries": [ - "You have a climbing speed equal to your base walking speed." - ] - }, - { - "type": "entries", - "name": "Darkvision", - "entries": [ - "You have darkvision out to a range of 60 feet." - ] - }, - { - "type": "entries", - "name": "Gills", - "entries": [ - "You can breathe in both air and water and have a swimming speed equal to your base walking speed." - ] - }, - { - "type": "entries", - "name": "Stride", - "entries": [ - "Your base walking speed increases by 10 feet." - ] - }, - { - "type": "entries", - "name": "Venomous", - "entries": [ - "When you deal damage with your natural weapons, you deal an additional 1d4 poison damage." - ] - } - ] - }, - { - "name": "Skinchanging", - "source": "UltimateAdventure", - "page": 46, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Skinchanger", - "subclassSource": "UltimateAdventure", - "level": 3, - "header": 1, - "entries": [ - "At 3rd level, your ability to change your physical form improves. You can cast the {@spell alter self} spell. Constitution is your spellcasting ability for this spell.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Shape of the Lesser Beast", - "source": "UltimateAdventure", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Skinchanger", - "subclassSource": "UltimateAdventure", - "level": 6, - "header": 2, - "entries": [ - "Starting at 6th level, you gain the ability to turn into an animal shape. You can cast the {@spell polymorph} spell on yourself without needing material components. When you cast the spell this way, you can only turn into a beast whose challenge rating is equal to or lower than half your level. Constitution is your spellcasting ability for this spell.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Primal Rage", - "source": "UltimateAdventure", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Skinchanger", - "subclassSource": "UltimateAdventure", - "level": 10, - "header": 2, - "entries": [ - "At 10th level, when you enter a rage, you can choose to swell with primal fury. If you do, for the duration of your rage, your size increases by one category — from Medium to Large, for example. While your size is increased by this feature, your melee weapon attacks deal an additional 1d4 damage. Any equipment you are wearing changes to accommodate your new size." - ] - }, - { - "name": "Shape of the Greater Beast", - "source": "UltimateAdventure", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Skinchanger", - "subclassSource": "UltimateAdventure", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, you can cast the polymorph spell on yourself without needing material components. You do not need to concentrate on this spell and can choose to end it at any time (no action required). When you cast the spell using this feature, you retain all of your barbarian class features while you are transformed. Constitution is your spellcasting ability for this spell.", - "Once you use this feature, you can't use it again until you finish a short or long rest." - ] - }, - { - "name": "Path of Blood", - "source": "UltimateAdventure", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Blood", - "subclassSource": "UltimateAdventure", - "level": 3, - "entries": [ - "The Path of Blood teaches a barbarian to harness the innate power of blood, the essential conduit of life-force in mortal creatures. Such barbarians use their own blood, as well as the blood of their foes, to channel incredible destructive power. Deities and societies who partake in blood sacrifices often attract these barbarians.", - { - "type": "refSubclassFeature", - "subclassFeature": "Bloodwork|Barbarian||Blood|UltimateAdventure|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Carnage|Barbarian||Blood|UltimateAdventure|3" - } - ] - }, - { - "name": "Bloodwork", - "source": "UltimateAdventure", - "page": 43, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Blood", - "subclassSource": "UltimateAdventure", - "level": 3, - "header": 1, - "skillProficiencies": [ - { - "medicine": true - } - ], - "entries": [ - "Starting when you choose this path at 3rd level, your firsthand experience with the workings of blood and flesh allow you to assess a creature's vitality in an instant. You gain proficiency in the Medicine skill.", - "In addition, you can use a bonus action on each of your turns to choose a creature you can see and make a DC 10 Wisdom (Medicine) check. On a success, you learn that creature's current and maximum hit points." - ] - }, - { - "name": "Carnage", - "source": "UltimateAdventure", - "page": 43, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Blood", - "subclassSource": "UltimateAdventure", - "level": 3, - "header": 1, - "entries": [ - "Also at 3rd level, when you use your Reckless Attack feature while raging, you can choose to bleed yourself to enhance your attacks. You lose hit points equal to your Constitution modifier (minimum 1), and each weapon attack you make on this turn deals extra damage equal to 1 + your Constitution modifier." - ] - }, - { - "name": "Scarification", - "source": "UltimateAdventure", - "page": 43, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Blood", - "subclassSource": "UltimateAdventure", - "level": 6, - "header": 2, - "entries": [ - "At 6th level, the rituals of bleeding have toughened your body. When you roll a Hit Die to regain hit points, you use the highest number possible for the die.", - "Additionally, your hit point maximum can't be reduced." - ] - }, - { - "name": "Bloodseeker", - "source": "UltimateAdventure", - "page": 43, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Blood", - "subclassSource": "UltimateAdventure", - "level": 10, - "header": 2, - "entries": [ - "At 10th level, you gain a keen sense for the presence of fresh blood, and the ability to seek out its source. You have advantage on Wisdom (Perception) checks and Wisdom (Survival) checks to detect or track creatures that do not have all of their hit points.", - "In addition, you can pursue wounded enemies with fluid grace. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks." - ] - }, - { - "name": "Intrinsic Power", - "source": "UltimateAdventure", - "page": 44, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Blood", - "subclassSource": "UltimateAdventure", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, you can absorb the power contained in the blood of your fallen foes. As an action, you can absorb the latent mystical power within the blood of a creature within 5 feet who has died within the last 10 minutes. You gain a different benefit based on the creature type of the corpse:", - { - "type": "entries", - "name": "Aberration or Fey", - "entries": [ - "You have advantage on saving throws to avoid being charmed, frightened, or stunned. You gain resistance to psychic damage." - ] - }, - { - "type": "entries", - "name": "Beast or Monstrosity", - "entries": [ - "Your base walking speed increases by 15 feet, and you have climbing and swimming speeds equal to your walking speed. You have advantage on Constitution saving throws." - ] - }, - { - "type": "entries", - "name": "Celestial or Fiend", - "entries": [ - "You gain resistance to fire, poison, radiant, and necrotic damage." - ] - }, - { - "type": "entries", - "name": "Dragon", - "entries": [ - "You can cast the {@spell speak with animals} and {@spell dragon's breath|XGE} spells at will, as if you had used a 5th level spell slot. You can cast and concentrate on these spells even while raging." - ] - }, - { - "type": "entries", - "name": "Giant or Humanoid", - "entries": [ - "Your Carnage feature deals twice as much damage." - ] - }, - "This benefit lasts for 24 hours or until you use this feature again. This feature doesn't work on corpses that lack blood, including those of constructs, elementals, oozes, plants, and undead." - ] - } - ], - "spell": [ - { - "name": "Abeyed Discharge", - "source": "UltimateAdventure", - "page": 220, - "level": 4, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You conjure an eruption of force in the future. Choose a point within range to be the center of the explosion, which can't be detected. When your {@status concentration} on this spell ends, a 30-foot-radius sphere centered on the chosen point erupts with power. Each creature in the area must make a Constitution saving throw. A creature takes {@damage 5d8} force damage on a failed save, or half as much on a successful one." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@dice 1d8} for each slot level above 4th." - ] - } - ], - "damageInflict": [ - "force" - ], - "savingThrow": [ - "constitution" - ] - }, - { - "name": "Agility", - "source": "UltimateAdventure", - "page": 220, - "level": 8, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "Until the spell ends, when you make a Dexterity check, you can replace the number you roll with a 15. Additionally, moving through any form of {@quickref difficult terrain||3} costs you no extra movement." - ], - "abilityCheck": [ - "dexterity" - ] - }, - { - "name": "Altruistic Sacrifice", - "source": "UltimateAdventure", - "page": 220, - "level": 1, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "a ritual dagger, which you plunge into your own heart" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You touch a creature that has died within the last minute and transfer your own life force into it. You immediately die, and that creature returns to life with a number of hit points equal to the hit points you had when you cast this spell. This spell can't return a creature to life that has died of old age, nor can it restore any missing body parts." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "If you cast this spell using a spell slot of 5th through 8th level, you can choose to drop to 0 hit points and begin making death saving throws instead of immediately dying. If you cast this spell using a 9th level spell slot, the spell's range changes to 30 feet, and you can target any number of creatures you can see within range." - ] - } - ], - "miscTags": [ - "HL", - "SGT" - ] - }, - { - "name": "Apathy Infusion", - "source": "UltimateAdventure", - "page": 220, - "level": 5, - "school": "E", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You infuse your next attack with a curse that creates oppressive apathy in its victim. The next time you hit a creature with an attack during this spell's duration, your attack deals an extra {@damage 5d6} psychic damage, and the target must succeed on a Charisma saving throw or become cursed for the duration of the spell. The cursed target can't willingly speak or use its movement, and it can't take actions or reactions. At the end of each of its turns, the target can repeat the Charisma saving throw, ending the spell on a successful save.", - "A creature immune to being {@condition charmed} automatically succeeds on its saving throw against this spell.", - "A {@spell remove curse} spell ends this effect." - ], - "damageInflict": [ - "psychic" - ], - "savingThrow": [ - "charisma" - ], - "miscTags": [ - "AAD" - ] - }, - { - "name": "Arcane Redirection", - "source": "UltimateAdventure", - "page": 221, - "level": 5, - "school": "A", - "time": [ - { - "number": 1, - "unit": "reaction", - "condition": "which you take when see a creature within 60 feet of you casting a spell that includes you as a target" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "As you feel the arcane energies of a spell about to hit you, you attempt to steal the spell and redirect it at different targets. If the creature is casting a spell of 3rd level or lower, you choose new targets for the spell as though it were cast from your position. The stolen spell uses your spell save DC and spell attack modifier, as though you had cast it." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of a level higher than 5th, you can steal a spell this way of levels higher than 3rd: you can steal a spell of up to 4th level when you cast this spell using a 6th-level spell slot, a spell of up to 5th level when you cast this spell using a 7th-level spell slot, a spell of up to 6th level when you cast this spell using an 8th-level spell slot, and a spell of up to 7th level when you cast this spell using a 9th-level spell slot." - ] - } - ] - }, - { - "name": "Arcing Arrow", - "source": "UltimateAdventure", - "page": 221, - "level": 0, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "m": { - "text": "a ranged weapon worth at least 1 sp", - "cost": 10 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You brandish the weapon used in the spell's casting and make a ranged weapon attack with it against one creature within 60 feet of you. On a hit, the target suffers the attack's normal effects. On a miss, choose a second creature within range and make a ranged weapon attack with the same weapon against that creature. On a hit, the second creature takes lightning damage equal to your spellcasting ability modifier, instead of the weapon's normal damage.", - "The spell's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra {@damage 1d8} lightning damage whether it hits the original target or the second creature. This extra damage increases by {@dice 1d8} at 11th level ({@dice 2d8}) and 17th level ({@dice 3d8})." - ], - "damageInflict": [ - "lightning" - ], - "miscTags": [ - "AAD", - "SCL" - ] - }, - { - "name": "Aspir", - "source": "UltimateAdventure", - "page": 221, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "a blue ribbon" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You drain the mystical energy of a spellcasting creature. Choose one creature you can see within range. That creature must succeed on an Intelligence saving throw or lose a 1st-level spell slot if it has any. If the creature loses a 1st-level spell slot, you regain an expended 1st-level spell slot." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, a creature that fails the saving throw loses the highest level spell slot it has up to the level of spell slot you expended to cast this spell, and you regain an expended spell slot of the level that the creature lost." - ] - } - ], - "savingThrow": [ - "intelligence" - ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Aura of Silence", - "source": "UltimateAdventure", - "page": 221, - "level": 6, - "school": "I", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "You envelope yourself in an aura of deafening silence. For the duration, this aura of silence extends 20 feet from you. Creatures inside this aura are immune to thunder damage, are {@condition deafened}, and can't cast spells with verbal components. You can choose to end or resume any of these effects on yourself or any other creature within the aura at any time (no action required)." - ] - }, - { - "name": "Bestow Blessing", - "source": "UltimateAdventure", - "page": 221, - "level": 3, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "a holy symbol" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "You touch a willing creature and infuse it with a divine blessing. When you cast this spell, choose the nature of the blessing from the following options:", - { - "type": "list", - "items": [ - "Choose an ability score. While blessed, the target has advantage on ability checks and saving throws made with that ability score.", - "While blessed, the first attack made against the target each turn is made with disadvantage.", - "While blessed, whenever the target would regain hit points, it regains {@dice 1d8} additional hit points." - ] - }, - "At the DM's option, you may choose an alternative blessing effect, but it should be no more powerful than those described above. The DM has final say on the blessing's effect." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "If you cast this spell using a spell slot of 4th level, the duration is 10 minutes. If you use a spell slot of 5th or 6th level, the duration is 8 hours. If you use a spell slot of 7th or 8th level, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts for 1 week." - ] - } - ], - "miscTags": [ - "ADV", - "HL" - ] - }, - { - "name": "Bestow Malediction", - "source": "UltimateAdventure", - "page": 222, - "level": 5, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "a shard of a mirror you broke" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You touch a creature. That creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast the spell, choose the nature of the curse from the following options:", - { - "type": "list", - "items": [ - "While cursed, the target has disadvantage on saving throws.", - "While cursed, the target has disadvantage on ability checks and attack rolls.", - "While cursed, all attacks and spells deal an additional {@damage 1d8} necrotic damage to the target." - ] - }, - "If remove curse is cast on the target, the creature that cast {@spell remove curse} must make an ability check using its spellcasting ability against your spell save DC. If it succeeds, the spell ends. Otherwise, the remove curse fails to end the spell's curse.", - "At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect." - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "wisdom" - ] - }, - { - "name": "Billowing Strike", - "source": "UltimateAdventure", - "page": 222, - "level": 2, - "school": "C", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "The next time you hit a creature with a weapon attack before this spell ends, the target takes an extra {@damage 2d8} bludgeoning damage as a powerful gust slams into it. It must succeed on a Strength saving throw or be pushed 15 feet straight away from you and be knocked {@condition prone}. A Large or larger creature has advantage on this saving throw." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, for each slot level above 2nd, the damage increases by {@dice 1d8} (to a maximum of {@dice 5d8}) and a target that fails the save is pushed 5 feet further away from you (to a maximum of 30 feet)." - ] - } - ], - "damageInflict": [ - "bludgeoning" - ], - "conditionInflict": [ - "prone" - ], - "savingThrow": [ - "strength" - ], - "miscTags": [ - "AAD", - "FMV" - ] - }, - { - "name": "Bind Familiar", - "source": "UltimateAdventure", - "page": 223, - "level": 6, - "school": "T", - "time": [ - { - "number": 24, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "100 gp worth of charcoal, incense, and herbs, as well as 1 liter of fresh blood from both you and the target, all of which must be consumed by fire in a brass brazier", - "cost": 10000, - "consume": true - } - }, - "duration": [ - { - "type": "instant" - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "You perform a ritual on a willing creature within range, binding your magic to its essence. The creature must remain within range for the duration of the ritual. Once the ritual ends, the creature becomes your familiar.", - "You can't have more than one familiar at a time, such as from the find familiar spell or similar magic. If the familiar dies, or if you cast a spell that creates a new familiar while you already have a familiar from this spell, your connection to the familiar is broken, and it is no longer your familiar.", - "While your familiar is within 100 feet of you, you can communicate to each other telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind to your own senses.", - "When you cast a spell with a range of Self or Touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires {@status concentration}, and the familiar is willing, you can choose to have the familiar maintain {@status concentration} on the spell.", - "Finally, you can use a bonus action and expend a spell slot to restore hit points to your familiar. Roll a number of {@dice d6} equal to the level of the expended spell slot. Add your spellcasting ability modifier to each roll, and then the familiar regains a number of hit points equal to the total result." - ], - "miscTags": [ - "HL", - "SGT", - "UBA" - ] - }, - { - "name": "Bloodletting Bite", - "source": "UltimateAdventure", - "page": 223, - "level": 0, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "m": { - "text": "a weapon worth at least 1 sp", - "cost": 10 - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You brandish the weapon used in the spell's casting and make a weapon attack with it against one creature within 60 feet of you. On a hit, if the creature's current hit points are more than half its maximum hit points, the target suffers the attack's normal effects. If the creature's current hit points are equal to or less than half of its maximum hit points, the target suffers the attack's normal effects and takes an additional {@damage 1d12} necrotic damage.", - "The additional necrotic damage increases by {@dice 1d12} when you reach 5th level ({@dice 2d12}), 11th level ({@dice 3d12}), and 17th level ({@dice 4d12})." - ], - "scalingLevelDice": { - "label": "necrotic damage", - "scaling": { - "1": "1d12", - "5": "2d12", - "11": "3d12", - "17": "4d12" - } - }, - "damageInflict": [ - "necrotic" - ], - "miscTags": [ - "SCL" - ] - }, - { - "name": "Bloodlust Infusion", - "source": "UltimateAdventure", - "page": 223, - "level": 3, - "school": "E", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You infuse your next attack with a curse that creates ravenous bloodlust in its victim. The next time you hit a creature with an attack during this spell's duration, your attack deals an extra {@damage 3d6} psychic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target must use its action before moving on each of its turns to take the {@action Attack|XPHB} action. One of its attacks must be made against a creature it usually regards as its ally if such a creature is within range. At the end of each of its turns, the target can repeat the Wisdom saving throw, ending the spell on a successful save.", - "A creature immune to being {@condition charmed} automatically succeeds on its saving throw against this spell.", - "A remove curse spell ends this effect." - ], - "damageInflict": [ - "psychic" - ], - "savingThrow": [ - "wisdom" - ], - "miscTags": [ - "AAD" - ] - }, - { - "name": "Bloodseize", - "source": "UltimateAdventure", - "page": 223, - "level": 6, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "Until the spell ends, your blood vessels become strikingly visible beneath your skin, and you gain the following benefits:", - { - "type": "list", - "items": [ - "When you cast this spell, and as an action on a subsequent turn while this spell is active, you cure yourself of all diseases and neutralize all poisons affecting you", - "If a creature within 20 feet that you can see makes an attack roll against you for the first time on its turn, it must succeed on a Constitution saving throw or take {@damage 1d8} necrotic damage and lose the attack.", - "If a creature is within 30 feet of you, you can use your action to attempt to control the blood within the creature's veins, forcing its body to move to your whims. The target must succeed on a Constitution saving throw or take {@damage 2d8} necrotic damage. If it fails its saving throw, you can move it up to 15 feet in any horizontal direction and have it make a weapon attack against a target you can see within the weapon's range. A creature that is Huge or larger has advantage on the saving throw." - ] - }, - "The benefits of this spell have no effect on creatures that don't have blood in them." - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Bolstering Ballad", - "source": "UltimateAdventure", - "page": 224, - "level": 6, - "school": "E", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a musical instrument worth at least 1 gp", - "cost": 100 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "You play a stirring ballad filled with powerful chords and encouraging melodies that makes it easier for your companions to resist harm. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action:", - { - "type": "list", - "items": [ - "When a creature within 30 feet of you who can hear you takes damage, you can expend a spell-song point to roll {@dice 1d12} and subtract it from the damage dealt (to a minimum of 0 damage). If this reduces the damage to 0, the creature gains a bonus to its AC equal to the {@dice d12} result until the start of its next turn.", - "When a creature within 30 feet who can hear you starts its turn, you can expend a spell-song point to give it resistance to a damage type of your choice until the start of its next turn.", - "When a creature other than you within 30 feet who can hear you fails a saving throw, you can expend a spell-song point to roll {@dice 1d8} and add it to the saving throw result, potentially changing its failure into a success." - ] - }, - "Until the spell ends, you can take an action on your turn to gain up to your spellcasting ability modifier in spell-song points. You can take this action six times each casting of this spell. You lose all remaining spellsong points immediately when this spell ends." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 7th level or higher, you can take the action to gain spell-song points one additional time per slot level above 6th." - ] - } - ], - "miscTags": [ - "MAC" - ] - }, - { - "name": "Brain Trust", - "source": "UltimateAdventure", - "page": 224, - "level": 9, - "school": "D", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "a stack of legal paperwork at least half a foot tall" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 24 - } - } - ], - "entries": [ - "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 4 or less aren't affected by this spell. Until the spell ends, each of the targets gains the following benefits:", - { - "type": "list", - "items": [ - "It can speak, read, and write each language that another creature in the link knows.", - "It can communicate telepathically through the bond to any number of other creatures in the link. This communication is possible over any distance.", - "It has proficiency with each skill, tool, weapon, and armor with which another creature in the link has proficiency. If the creature sharing its proficiency with the link has expertise with the skill or tool, so does every other creature in the link.", - "Its Intelligence score becomes the same as that of the creature with the highest Intelligence score in the link. The same is true for its Wisdom and Charisma scores, corresponding to the creature with the highest related ability score in the link.", - "It knows each cantrip that another creature in the link knows. It uses the same spellcasting ability for the cantrip as the creature sharing its cantrip with the link." - ] - }, - "The link ends if you or one of the targets casts this spell again. A target is also removed from the link if it dies or if it is ever on a different plane of existence from you." - ] - }, - { - "name": "Build Acid Spewer", - "source": "UltimateAdventure", - "page": 225, - "level": 3, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": { - "text": "scrap metal and wiring worth at least 50 gp, which the spell consumes", - "cost": 5000, - "consume": true - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "You configure the scrap metal and wiring used as the material components to create an acid spewer in your hand. The acid spewer is a magic weapon that lasts until the spell ends. It counts as a martial ranged weapon with which you are proficient. It has a normal range of 15 feet and a long range of 30 feet, deals {@damage 2d8} acid damage on a hit, has {@itemProperty 2H|two-handed}, and deals double damage to objects and structures. The first time each turn that the acid spewer is used to make an attack, whether the attack hits or misses, the acid splashes out. The target and each creature and each object that isn't being worn or carried within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 2d8} acid damage.", - "When you create the acid spewer, you can immediately make an attack with it. If you don't, you can instead hand it to a willing creature within 5 feet of you. You can use your spellcasting ability, instead of Dexterity, for attack and damage rolls you make with the acid spewer; other creatures use Dexterity, as normal.", - "The acid spewer has an AC equal to your spell save DC and a number of hit points equal to ten times the spell's level. When the spell ends or if the acid spewer is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, the damage for both the weapon and the acid splash increases by {@dice 1d8} for each slot level above 3rd (to a maximum of {@dice 4d8}). When you cast this spell using a spell slot of 5th level or higher, its duration also increases to 8 hours." - ] - } - ], - "damageInflict": [ - "acid" - ], - "savingThrow": [ - "dexterity" - ], - "miscTags": [ - "OBJ" - ] - }, - { - "name": "Build Plasma Blade", - "source": "UltimateAdventure", - "page": 225, - "level": 2, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": { - "text": "scrap metal and wiring worth at least 30 gp, which the spell consumes", - "cost": 3000, - "consume": true - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "You configure the scrap metal and wiring used as the material components to create a plasma blade in your hand. When you create the plasma blade, choose fire, lightning, or radiant damage. The plasma blade is a magic weapon that lasts until the spell ends. It counts as a martial melee weapon with which you are proficient. It deals {@damage 2d6} damage of the type you chose on a hit, has the finesse and light properties, and deals double damage to objects and structures.", - "When you create the plasma blade, you can immediately make an attack with it. If you don't, you can instead hand it to a willing creature within 5 feet of you. You can use your spellcasting ability, instead of Strength or Dexterity, for attack and damage rolls you make with the plasma blade; other creatures use Strength or Dexterity, as normal.", - "The plasma blade has an AC equal to your spell save DC and a number of hit points equal to ten times the spell's level. When the spell ends or if the plasma blade is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the weapon's damage increases by {@dice 1d6} for each slot level above 2nd (to a maximum of {@dice 5d6}). When you cast this spell using a spell slot of 4th level or higher, its duration increases to 8 hours." - ] - } - ] - }, - { - "name": "Build Ray Pistol", - "source": "UltimateAdventure", - "page": 225, - "level": 1, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": { - "text": "scrap metal and wiring worth at least 10 gp, which the spell consumes", - "cost": 1000, - "consume": true - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "You configure the scrap metal and wiring used as the material components to create a ray pistol in your hand. The ray pistol is a magic weapon that lasts until the spell ends. It counts as a simple ranged weapon with which you are proficient. It has a normal range of 30 feet and a long range of 120 feet, deals {@damage 1d8} radiant damage on a hit, and has {@itemProperty L|light}.", - "When you create the ray pistol, you can immediately make an attack with it. If you don't, you can instead hand it to a willing creature within 5 feet of you. You can use your spellcasting ability, instead of Dexterity, for attack and damage rolls you make with the ray pistol; other creatures use Dexterity, as normal.", - "The ray pistol has an AC equal to your spell save DC and a number of hit points equal to ten times the spell's level. When the spell ends or if the ray pistol is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a 3rd or 4th-level spell slot, the damage increases to {@dice 2d8} and its duration increases to 8 hours. When you cast this spell using a spell slot of 5th level or higher, the damage increases to {@dice 3d8} and its duration increases to 24 hours." - ] - } - ], - "damageInflict": [ - "radiant" - ] - }, - { - "name": "Build Shock Baton", - "source": "UltimateAdventure", - "page": 226, - "level": 1, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": { - "text": "scrap metal and wires worth at least 10 gp, which the spell consumes", - "cost": 1000, - "consume": true - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "You configure the scrap metal and wiring used as the material components to create a shock baton in your hand. The shock baton is a magic weapon that lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals {@damage 1d8} lightning damage on a hit and has {@itemProperty L|light}. In addition, a creature hit with the shock baton can't take reactions until the start of its next turn.", - "When you create the shock baton, you can immediately make an attack with it. If you don't, you can instead hand it to a willing creature within 5 feet of you. You can use your spellcasting ability, instead of Strength, for attack and damage rolls you make with the shock baton; other creatures use Strength, as normal.", - "The shock baton has an AC equal to your spell save DC and a number of hit points equal to ten times the spell's level. When the spell ends or if the shock baton is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a 3rd or 4th-level spell slot, the damage increases to {@dice 2d8} and its duration increases to 8 hours. When you cast this spell using a spell slot of 5th level or higher, the damage increases to {@dice 3d8} and its duration increases to 24 hours." - ] - } - ], - "damageInflict": [ - "lightning" - ] - }, - { - "name": "Build Weapon", - "source": "UltimateAdventure", - "page": 226, - "level": 0, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true, - "m": { - "text": "scrap metal or wood with a gp value at least that of the weapon you intend to create, which the spell consumes", - "consume": true - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You configure the scrap metal or wood used as the material components to create a nonmagical simple or martial weapon of your choice in your hand.", - "When you create the weapon, you can immediately make an attack with it. If you don't, you can instead hand it to a willing creature within 5 feet of you.", - "As an action on your turn, you can dissemble the weapon and reclaim the material components used to make it. If the weapon is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them.", - "When you reach certain levels, you gain additional bonuses from this spell: when you reach 5th level, you are proficient with any weapon you create with this spell; when you reach 11th level, you can use your spellcasting ability, instead of Strength or Dexterity, for attack and damage rolls you make with the weapon; when you reach 17th level, any weapon you create with this spell is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." - ], - "miscTags": [ - "SCL" - ] - }, - { - "name": "Call Spirit", - "source": "UltimateAdventure", - "page": 226, - "level": 4, - "school": "N", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": "the corpse of a humanoid that died no more than 1 hour ago" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "For the full casting time of the spell, you must remain within 10 feet of the corpse used as the material component. The spell, using the corpse as a focus, reaches into the beyond and drags the creature's spirit back into the realm of the living, creating a {@creature shadow}. Once you create an undead with this spell, the corpse can't be used as a material component for this spell again. An undead created with this spell has double the hit points listed in its stat block, and retains the personality of the creature used to create it. Though it may or may not be friendly toward you depending on how it interacted with you prior to its death, it treats you as though you are its ally while you are in control of it.", - "On each of your turns, you can mentally command the undead created with this spell if it is within 60 feet of you (no action required by you). If the undead created with this spell created its own undead, you can command any or all of those creatures at the same time, issuing the command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.", - "The creature is under your control for 24 hours, after which it stops obeying any command you've given it and becomes hostile to you and your companions. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over the creature, rather than animating a new one. If the undead created with this feature created its own undead, those undead are destroyed at the end of the 24-hour period, whether you reasserted control over the original or not.", - "If you cast the spell to create a new undead, any previous undead you've created with the spell is destroyed." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a 5th-level or higher spell slot, you can create or reassert control over an {@creature indentured spirit|GGR} ({@book Guildmaster's Guide to Ravnica|GGR}) or {@creature specter}. When you cast this spell using a 6th-level or higher spell slot, you can create or reassert control over a {@creature poltergeist} or {@creature will-o'-wisp}. When you cast this spell using a 7th-level or higher spell slot, you can create or reassert control over a {@creature sword wraith warrior|MTF} ({@book Mordenkainen's Tome of Foes|MTF}). When you cast this spell using an 8th-level or higher spell slot, you can create or reassert control over a {@creature banshee} or {@creature ghost}. When you cast this spell using a 9th-level spell slot, you can create or reassert control over an {@creature allip|MTF} ({@book Mordenkainen's Tome of Foes|MTF}) or {@creature wraith}." - ] - } - ] - }, - { - "name": "Cataclysmic Failure", - "source": "UltimateAdventure", - "page": 227, - "level": 8, - "school": "D", - "time": [ - { - "number": 1, - "unit": "reaction", - "condition": "which you take when a creature you can see within 60 feet of you succeeds on a saving throw or uses its Legendary Resistance trait" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "ebony scissors" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You conspire with the forces of destiny to create the worst case scenario for the triggering creature. You change the creature's successful saving throw to a failure. If the effect that required the saving throw would deal damage to the creature, the creature takes double damage from the effect this turn." - ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Charm Crowd", - "source": "UltimateAdventure", - "page": 228, - "level": 7, - "school": "E", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "You attempt to charm any number of creatures you can see within range. Each target must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is {@condition charmed} by you until the spell ends or until you or your companions do anything harmful to it. Each {@condition charmed} creature is friendly to you. When the spell ends, each creature knows it was {@condition charmed} by you." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 8th level or higher, the range increases by 30 feet for each slot level above 7th." - ] - } - ], - "savingThrow": [ - "wisdom" - ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Clumsiness Infusion", - "source": "UltimateAdventure", - "page": 228, - "level": 1, - "school": "T", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You infuse your next attack with a curse that imposes an awkward clumsiness in its victim. The next time you hit a creature with an attack during this spell's duration, your attack deals an extra {@damage 1d6} force damage, and the target must succeed on a Constitution saving throw or become cursed for the duration of the spell. Whenever the cursed target makes an attack roll or ability check using Strength or Dexterity, it must roll a {@dice d4} and subtract the number rolled from the result. As an action, the target can repeat the Constitution saving throw, ending the spell on a successful save.", - "A creature immune to being {@condition paralyzed} automatically succeeds on its saving throw against this spell.", - "A {@spell remove curse} spell ends this effect." - ], - "damageInflict": [ - "force" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "AAD" - ] - }, - { - "name": "Coldsnap / Heatwave", - "source": "UltimateAdventure", - "page": 229, - "level": 8, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 500 - } - }, - "components": { - "v": true, - "s": true, - "m": "an enclosed glass cylinder filled with liquid mercury" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You create a wild temperature fluctuation at a point you can see within range. For the duration, you create a cylinder that is 300 feet tall with a 100-foot radius centered on the chosen point. Within this cylinder, the temperature becomes freezing cold or unbearably hot. When you cast this spell, choose whether you will create a coldsnap or a heatwave in the area.", - { - "type": "entries", - "name": "Coldsnap", - "entries": [ - "Creatures within the affected area have their movement speeds halved and have disadvantage on Dexterity ability checks and saving throws. When you cast this spell, and again as an action on each of your turns until the spell ends, you can choose a point within the cylinder. Each creature within 10 feet of the chosen point must make a Constitution saving throw, taking {@damage 6d10} cold damage on a failed save, or half as much damage on a successful one." - ] - }, - { - "type": "entries", - "name": "Heatwave", - "entries": [ - "Creatures within the affected area have disadvantage on attack rolls and on Wisdom ability checks and saving throws. When you cast this spell, and again as an action on each of your turns until the spell ends, you can choose a point within the cylinder. Each creature within 10 feet of the chosen point must make a Constitution saving throw, taking {@damage 6d10} fire damage on a failed save, or half as much damage on a successful one." - ] - } - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Contaminate Food and Drink", - "source": "UltimateAdventure", - "page": 229, - "level": 1, - "school": "T", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a pickled rat in a jar worth at least 50 gp, which this spell consumes", - "cost": 5000, - "consume": true - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is contaminated with your choice of one of the following diseases or poisons: assassin's blood, cackle fever, sewer plague, sight rot, or truth serum. The food and drink remains contaminated for the duration of the spell, after which time it is no longer a vector for the chosen disease or poison. A creature who ingests food or drink contaminated in this way must succeed on the saving throw called for in the disease or poison's description, using your spell save DC instead of the normal save DC for that disease or poison. These diseases and poisons are detailed in Chapter 8 of the Dungeon Master's Guide." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using certain higher-level spell slots, you can choose from additional poisons when choosing how to contaminate the food and drink. You can choose pale tincture if you use a 3rd-level or higher spell slot, or midnight tears or torpor if you use a 5th-level or higher spell slot." - ] - } - ] - }, - { - "name": "Corpse Mask", - "source": "UltimateAdventure", - "page": 230, - "level": 1, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "You touch the corpse of a humanoid creature and transform your physical appearance\u2014including your clothing, armor, weapons, and other belongings on your person\u2014to look like the corpse did in the minutes preceding its death. You retain all of your own ability scores, features, traits, and other abilities.", - "While disguised as the dead, you instinctively mimic its mannerisms. A creature familiar with the deceased humanoid can attempt to ascertain if you are, in fact, the deceased by using its action to make an Intelligence ({@skill Investigation}) check against your spell save DC." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 8 hours. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 24 hours." - ] - } - ] - }, - { - "name": "Corrode Metal", - "source": "UltimateAdventure", - "page": 230, - "level": 2, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "a vial of stomach acid" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "Choose a manufactured metal object such as a metal stove, a metal weapon, or a suit of heavy or medium metal armor that you can see within range. You cause the object to begin to rust and corrode. For the duration, the object is vulnerable to bludgeoning, piercing, and slashing damage. The spell has additional effects if the target was a metal weapon, a metal set of armor, or a metal shield.", - { - "type": "entries", - "name": "Armor or Shield", - "entries": [ - "The armor or shield receives a -1 penalty to the AC it offers. Nonmagical armor reduced to an AC of 10 or a nonmagical shield that drops to a +0 bonus is destroyed." - ] - }, - { - "type": "entries", - "name": "Weapon", - "entries": [ - "The weapon receives a -1 penalty to its attack and damage rolls." - ] - } - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, and the target is a metal weapon, a metal set of armor, or a metal shield, the penalty increases by -1 for each slot level above 2nd. If a nonmagical weapon's penalty would be lower than", - { - "type": "list", - "items": [ - "3, the weapon is destroyed instead." - ] - } - ] - } - ], - "miscTags": [ - "MAC", - "OBJ", - "SGT" - ] - }, - { - "name": "Create Bog", - "source": "UltimateAdventure", - "page": 230, - "level": 3, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true, - "m": "a gob of mud and moss" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "The ground and any liquid within a 20-foot-radius sphere centered on a point you choose within range becomes an acidic swamp. Spaces on the ground or within liquid in the area count as {@quickref difficult terrain||3} for creatures other than you. Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. The creature takes {@damage 2d6} acid damage on a failed save, or half as much on a successful one." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast the spell using a spell slot of 4th level or higher, the radius of the sphere increases by 10 feet for each slot level above 3rd. Additionally, the damage of the spell increases by {@dice 1d6} for every two slot levels above 3rd." - ] - } - ], - "damageInflict": [ - "acid" - ], - "savingThrow": [ - "constitution" - ] - }, - { - "name": "Create Vampire", - "source": "UltimateAdventure", - "page": 230, - "level": 8, - "school": "N", - "time": [ - { - "number": 8, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a collection of rubies worth at least 1,000 gp and a liter of blood, both of which the spell consumes, as well as the fang of a vampire, a wooden stake, and a desecrated holy symbol", - "cost": 100000, - "consume": true - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You can cast this spell only at night. If it becomes daytime while you cast the spell, the spell fails. When you begin casting the spell, a willing humanoid within range dies. When you finish casting the spell, that creature returns to life as a vampire and gains the benefits of a long rest. It retains its personality, alignment, hit points, racial traits, class features, and ability scores, though it changes in the following ways:", - { - "type": "list", - "items": [ - "Its creature type becomes undead (shapechanger), and it loses its other creature types.", - "It no longer requires air.", - "If its Strength score is lower than 16, it becomes 16.", - "Drinking a liter of blood provides it enough nourishment and hydration to sustain it for a full day.", - "Its true form is considered to be its vampire form for the purpose of spells and other magic effects.", - "It can't enter a residence without an invitation from one of the occupants.", - "It takes 20 acid damage if it ends its turn in running water.", - "It takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.", - "If a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated}, it is {@condition paralyzed} until the stake is removed.", - "It can climb difficult surfaces, including upsidedown and on ceilings, without needing to make an ability check.", - "If it has consumed a liter of blood within the last 24 hours, it has at least 1 hit point, and it isn't in sunlight or running water, it regains 10 hit points at the start of each of its turns. If it takes radiantdamage or damage from holy water, this benefit doesn't function at the start of its next turn.", - "While it isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or back into its vampire form. While in bat form, it can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to vampire form if it dies.", - "Its bite becomes a natural weapon, which it can use to make unarmed strikes. If it hits with its bite, it deals piercing damage equal to {@dice 1d6} + its Strength modifier and {@damage 3d6} necrotic damage, instead of the bludgeoning damage normal for an unarmed strike. The target's hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest, and dies if its hit point maximum is reduced to 0. The vampire can use this bite attack no more than once each turn." - ] - }, - "You can cast this spell targeting a willing vampire created with it to revert all of the changes caused by the spell and return it to its humanoid form." - ], - "miscTags": [ - "HL" - ] - }, - { - "name": "Curse Shock", - "source": "UltimateAdventure", - "page": 232, - "level": 1, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "You launch a spark of crackling curse magicks at a creature you can see within range. Make a ranged spell attack against the target, cursing the target for the duration of the spell on a hit. The cursed target subtracts your spellcasting ability modifier from the next ability check, attack roll, or saving throw it makes before the spell ends. After the target makes one of these rolls, the spell ends.", - "A {@spell remove curse} spell ends this effect." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st, the cursed target subtracts your spellcasting ability modifier from an additional roll before the spell ends. For example, if you cast this spell using a 3rd-level spell slot, the creature subtracts your spellcasting ability modifier from each attack roll, ability check, and saving throw it makes within the next minute, or until it makes any combination of three of those rolls, whichever comes first." - ] - } - ], - "spellAttack": [ - "R" - ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Curse Ward", - "source": "UltimateAdventure", - "page": 232, - "level": 4, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "You touch a creature and grant it a measure of protection against curses and other corrupting influences. The target has advantage on saving throws against magical effects that would curse or possess it, or cause it to become {@condition charmed} or {@condition frightened}.", - "The first time the target would become {@condition charmed}, {@condition frightened}, possessed, or subject to a curse, the effect is instead negated for the target, and this spell ends. If the negated effect was the result of the target's attunement to a cursed item, the spell breaks the target's attunement to the object so it can be removed or discarded.", - "The spell ends early if you cast it again." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 6th or 7th level, the duration increases to 8 hours. When you use a spell slot of 8th or 9th level, the duration increases to 24 hours." - ] - } - ], - "miscTags": [ - "ADV" - ] - }, - { - "name": "Cyclone Strike", - "source": "UltimateAdventure", - "page": 232, - "level": 1, - "school": "C", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "The next time you hit a creature with a melee weapon attack before the spell ends, the spell creates a small vortex around the target. In addition to the normal effects of the attack, the target and each creature other than you within 5 feet of the target must make a Dexterity saving throw, taking {@damage 1d10} slashing damage on a failed save, or half as much damage on a successful one." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 1d10} for each slot level above 1st (to a maximum of {@dice 6d10})." - ] - } - ], - "damageInflict": [ - "slashing" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Dazzling Pop", - "source": "UltimateAdventure", - "page": 232, - "level": 1, - "school": "I", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "a firecracker" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You create a burst of noise and shimmering lights in the space of a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes {@damage 1d4} radiant damage and {@damage 1d4} thunder damage and is {@condition blinded} and {@condition deafened} until the start of your next turn, or takes half as much damage and isn't {@condition blinded} or {@condition deafened} on a successful save." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, both the radiant and the thunder damage increases by {@dice 1d4} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "radiant", - "thunder" - ], - "conditionInflict": [ - "blinded", - "deafened" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Death Burst", - "source": "UltimateAdventure", - "page": 232, - "level": 4, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 20 - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You gather necromantic energies around yourself and release them in a burst that ripples outward from you. Each creature of your choice within 20 feet of you must make a Constitution saving throw, taking {@damage 5d8} necrotic damage on a failed save or half as much on a successful one. A creature reduced to 0 hit points by this damage dies." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, for each slot level above 4th, the damage increases by {@dice 1d8} and the radius increases by 5 feet." - ] - } - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ] - }, - { - "name": "Deploy Personal Barrier", - "source": "UltimateAdventure", - "page": 233, - "level": 1, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": { - "text": "scrap metal and wiring worth at least 10 gp, which the spell consumes", - "cost": 1000, - "consume": true - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "You configure the scrap metal and wiring used as the material components to create a shield generator and then deploy it onto a creature you can see within range. The creature gains temporary hit points equal to {@dice 1d6} + your spellcasting ability modifier. Until the spell ends, at the start of each of the target's turns, it can choose to gain a number of temporary hit points equal to your spellcasting ability modifier.", - "Each time the target takes damage from an attack, you must make an Intelligence saving throw with DC equal to 10 or half the amount of damage the target took, whichever is higher. On a failure, the spell ends.", - "When the spell ends, the target loses any remaining temporary hit points from this spell. The shield generator also falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st, the initial amount of temporary hit points the target gains increases by {@dice 1d6} (to a maximum of {@dice 5d6} plus your spellcasting ability modifier)." - ] - } - ], - "savingThrow": [ - "intelligence" - ], - "miscTags": [ - "SGT", - "THP" - ] - }, - { - "name": "Deploy Shock Shield", - "source": "UltimateAdventure", - "page": 233, - "level": 4, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": { - "text": "scrap metal and wiring worth at least 75 gp, which the spell consumes", - "cost": 7500, - "consume": true - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "You configure the scrap metal and wiring used as the material components to create a shield generator and then deploy it onto a creature you can see within range. Until the spell ends, the target has resistance to damage from melee attacks, and whenever a creature hits the target with a melee attack, the attacker takes {@damage 2d8} lightning damage.", - "Each time the target takes damage from a melee attack, you must make an Intelligence saving throw with DC equal to 10 or the amount of damage the resistance prevented, whichever is higher. On a failure, the spell ends.", - "When the spell ends, the shield generator falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, the damage increases to {@dice 3d8}." - ] - } - ], - "damageInflict": [ - "lightning" - ], - "savingThrow": [ - "intelligence" - ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Deploy Velocity Shield", - "source": "UltimateAdventure", - "page": 233, - "level": 2, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "s": true, - "m": { - "text": "scrap metal and wiring worth at least 25 gp, which the spell consumes", - "cost": 2500, - "consume": true - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "You configure the scrap metal and wiring used as the material components to create a shield generator and then deploy it onto a creature you can see within range. Until the spell ends, the target has resistance to damage from ranged attacks.", - "Each time the target takes damage from a ranged attack, you must make an Intelligence saving throw with DC equal to 10 or the amount of damage the resistance prevented, whichever is higher. On a failure, the spell ends.", - "When the spell ends, the shield generator falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." - ], - "savingThrow": [ - "intelligence" - ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Detect Past", - "source": "UltimateAdventure", - "page": 0, - "level": 3, - "school": "D", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "a pocket watch or other timekeeping device that can be wound backward" - }, - "duration": [ - { - "type": "instant" - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "When you cast this spell, you must specify a type of event, such as a murder, a clandestine meeting, a battle, a celebration, or a tragedy, though you are not limited to only these options. You detect any such event that has happened in the past 1 hour within 30 feet of you. You can choose up to one event you detected and view it in its entirety as though you bore witness to it when it happened. The duration of the event and what you see are determined by the DM." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 4th level or higher, you can detect events that have happened further in the past, depending on the slot level: in the past 8 hours with a 4th-level slot, in the past 24 hours with a 5th, in the past 7 days with a 6th, in the past 30 days with a 7th, in the past year with an 8th, and in the past 100 years with a 9th-level slot." - ] - } - ] - }, - { - "name": "Devilsight", - "source": "UltimateAdventure", - "page": 234, - "level": 5, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a vial of blood from a devil worth at least 100 gp, which the spell consumes", - "cost": 10000, - "consume": true - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "You touch a willing creature and grant it the ability to see through magical darkness. For the duration, that creature has {@sense darkvision} out to a range of 120 feet. Magical darkness doesn't impede this {@sense darkvision}." - ] - }, - { - "name": "Dispel Caster", - "source": "UltimateAdventure", - "page": 234, - "level": 5, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a chunk of cold iron worth at least 50 gp, which the spell consumes", - "cost": 5000, - "consume": true - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You flood curse magicks into a creature you can see within range, attempting to disrupt its connection to the Weave. The target must make a spellcasting ability check against your spell save DC; a creature without a spellcasting ability makes a Constitution check. On a failure, the target becomes subject to this curse until the spell ends, becoming unable to cast spells or use the properties of magic items. Additionally, any magic item that the target is wearing, holding, or carrying loses all of its magic properties and becomes a mundane item of its type until the spell ends.", - "At the end of each of its turns, the target can repeat the ability check against your spell save DC, ending the spell on itself on a success.", - "A remove curse spell cast on the target doesn't immediately end this spell on it. Instead, the creature who cast the {@spell remove curse} must make a spellcasting ability check against your spell save DC. On a success, the spell ends on the target." - ], - "abilityCheck": [ - "constitution" - ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Dispelling Smite", - "source": "UltimateAdventure", - "page": 234, - "level": 3, - "school": "A", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "The next time you hit a creature with a melee weapon attack before this spell ends, your weapon is surrounded by a shimmering aura of antimagic, and the attack deals an extra {@damage 3d8} force damage to the target. Additionally, if the target is {@status concentration||concentrating} on a spell of 3rd level or lower, the creature's spell ends. If it is {@status concentration||concentrating} on a spell of a higher level, it has disadvantage on the Constitution saving throw it makes to maintain {@status concentration} on the spell caused by taking damage from the attack. Either way, this spell then ends." - ], - "damageInflict": [ - "force" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "AAD" - ] - }, - { - "name": "Divine Avenger", - "source": "UltimateAdventure", - "page": 234, - "level": 8, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "m": "a holy symbol" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "A Huge spectral avenger appears in an unoccupied space of your choice that you can see within range. The spell fails if the space you choose is not large enough to accommodate the avenger. The avenger appears angelic if you are good, fey if you are neutral, or fiendish if you are evil, and it has armor emblazoned with the symbol of your deity. It acts during your turn, is immune to all conditions and damage, and is unaffected by spells other than {@spell antimagic field} or {@spell dispel magic}. You can use a bonus action on your turn to verbally command the avenger to take a specific action from the following list:", - { - "type": "entries", - "name": "Move", - "entries": [ - "The avenger moves toward an unoccupied space of your choice that you can see by the most direct route, as though it has a flying speed of 60 feet." - ] - }, - { - "type": "entries", - "name": "Punish", - "entries": [ - "Choose a point within 30 feet of the avenger that you can see. The avenger launches divine energy from its hand at the indicated spot, causing an explosion affecting each creature within 10 feet of the point. Each creature other than you in the area must make a Constitution saving throw. A creature takes {@damage 6d6} damage on a failed save, or half as much on a successful one. The damage type of the explosion is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil." - ] - }, - { - "type": "entries", - "name": "Smite", - "entries": [ - "Choose a creature that you can see. The avenger moves toward that creature by the most direct route, as though the avenger has a flying speed of 30 feet, then you make a melee spell attack against the target if it's within 5 feet of the avenger. If the attack hits, the target takes {@damage 8d8} damage. The damage type of the attack is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil.", - "If your {@status concentration} ends on this spell due to you being reduced to 0 hit points or dying, the spell doesn't end; instead, you lose control of the spell, which no longer requires your {@status concentration}, and the avenger flares with righteous vengeance until its 1-minute duration expires. While in this state, it focuses on the creature that reduced you to 0 hit points or that killed you, ignoring all other creatures and using its Smite action targeting the creature if the creature is within range of the action's movement, or the Move action toward the closest unoccupied space to the creature if it isn't. When the avenger takes either of these actions while in this state, it moves toward the creature as though the action's flying speed were doubled. Additionally, when it uses its Smite action against the creature while in this state, you make two spell attacks against the target, as described in the action, instead of one. Once the creature is dead, the spell ends." - ] - } - ], - "spellAttack": [ - "M" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SGT", - "UBA" - ] - }, - { - "name": "Divine Conduit", - "source": "UltimateAdventure", - "page": 235, - "level": 6, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "When you cast this spell, you transform yourself into an open channel to the Positive Plane, shedding {@quickref Vision and Light||2||bright light} in a 5-foot radius, and {@quickref Vision and Light||2||dim light} for an additional 5 feet for the spell's duration. Until the spell ends, you gain the following benefits:", - { - "type": "list", - "items": [ - "You are immune to necrotic damage and have resistance to radiant damage.", - "You can use your action to touch a willing creature, granting it temporary hit points equal to {@dice 4d8} + your spellcasting ability modifier. Alternatively, you can forgo the temporary hit points to cure the target of one disease or neutralize one poison affecting it. This benefit has no effect on undead or constructs.", - "You can move across a liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground. You are not affected by the effects of such a liquid unless you choose to be affected by them, even if you are entirely submerged in them. This benefit does not magically grant you the ability to breathe in such liquids if you are entirely submerged in them." - ] - } - ], - "damageResist": [ - "radiant" - ], - "miscTags": [ - "LGT", - "THP" - ] - }, - { - "name": "Drain", - "source": "UltimateAdventure", - "page": 236, - "level": 1, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "a red ribbon" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "Stretching out your hand and pointing your finger at a creature within range, a flash of negative energy briefly connects you to the target. It must succeed on a Constitution saving throw or take {@damage 3d4} necrotic damage, and you gain a number of temporary hit points equal to the damage dealt. You lose any temporary hit points granted by this spell after 1 minute." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@dice 2d4} for each slot level above 1st." - ] - } - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "THP" - ] - }, - { - "name": "Duel of Destiny", - "source": "UltimateAdventure", - "page": 236, - "level": 4, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "a holy symbol" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } - } - ], - "entries": [ - "Divine energy extends from you to a hostile creature of your choice you can see within range, locking you into a sacred duel. Until the spell ends, both you and the target shed {@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. You and the target are immune to the damage, spells, and other effects of creatures outside the duel, and creatures outside the duel are immune to the damage, spells, and other effects belonging to you or the target. You and the target are also incapable of moving farther than 60 feet apart.", - "For the duration, you gain 5 temporary hit points at the start of each of your turns, and when you hit the target with a weapon attack, the attack deals an additional {@damage 1d4} radiant damage.", - "The spell ends early if you end one of your subsequent turns without attacking the target or forcing it to make a saving throw, or if either you or the target drops to 0 hit points. You lose all remaining temporary hit points from this spell when the spell ends." - ], - "damageInflict": [ - "radiant" - ], - "miscTags": [ - "LGT", - "SGT", - "THP" - ] - }, - { - "name": "Dusk", - "source": "UltimateAdventure", - "page": 236, - "level": 5, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a black gemstone worth at least 100 gp", - "cost": 10000 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "The light dims in a location you specify within range, shadows consuming the light. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder dulls the light within it. Within the cylinder, areas of normally {@quickref Vision and Light||2||bright light} become {@quickref Vision and Light||2||dim light}, areas of normally {@quickref Vision and Light||2||dim light} become darkness, and areas of normal darkness become magical darkness.", - "When the cylinder appears, each undead creature within the cylinder gains {@dice 1d12} temporary hit points and each non-undead creature within the cylinder takes {@damage 1d12} necrotic damage. While a non-undead creature is in the cylinder, it takes an additional {@damage 1d12} necrotic damage the first time it takes damage each turn. Undead creatures who end their turn in the cylinder gain {@dice 1d12} temporary hit points.", - "If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.", - "If the spell's area ever overlaps with the area of a {@spell dawn|XGE} spell, both spells immediately end." - ], - "damageInflict": [ - "necrotic" - ], - "miscTags": [ - "LGT", - "THP", - "UBA" - ] - }, - { - "name": "Elemental Ruination", - "source": "UltimateAdventure", - "page": 236, - "level": 7, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 90 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The creature loses any resistance or immunity it has to the chosen damage type, and gains vulnerability to it, until the spell ends." - ], - "savingThrow": [ - "constitution" - ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Elemental Spike", - "source": "UltimateAdventure", - "page": 236, - "level": 2, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 90 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You create a spike of energy from one of the elemental planes and send it careening at a target you can see within range. You choose Air, Earth, Fire, or Water as the plane from which you draw the energy, and then make a ranged spell attack against the target. If the attack hits, it has varying effects based on the plane you chose.", - { - "type": "entries", - "name": "Air", - "entries": [ - "The target takes {@damage 4d8} thunder damage and is pushed 10 feet away from you. Whether the attack hits or misses, the spell emits a thunderous boom audible out to 300 feet." - ] - }, - { - "type": "entries", - "name": "Earth", - "entries": [ - "The target takes {@damage 4d8} force damage and is knocked {@condition prone}." - ] - }, - { - "type": "entries", - "name": "Fire", - "entries": [ - "The target takes {@damage 4d8} fire damage, or half as much if you missed with the attack." - ] - }, - { - "type": "entries", - "name": "Water", - "entries": [ - "The target takes {@damage 4d8} cold damage, and its speed is halved until the start of your next turn." - ] - } - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@dice 1d8} for each slot level above 2nd. Alternatively, when you cast this spell using spell slots of certain levels, you can choose multiple elemental planes, dealing the damage and imposing the effects of each chosen plane, instead of increasing the spell's damage by {@dice 1d8} for each slot level above 2nd. If you cast this spell using a spell slot of 5th or 6th level, you can choose two planes; if you cast this spell using a 7th or 8th-level spell slot, you can choose three planes; and if you cast this spell using a 9th-level spell slot, the spell gains the effects of all four planes." - ] - } - ], - "conditionInflict": [ - "prone" - ], - "spellAttack": [ - "R" - ], - "miscTags": [ - "FMV", - "SGT" - ] - }, - { - "name": "Emboldening March", - "source": "UltimateAdventure", - "page": 237, - "level": 2, - "school": "E", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a musical instrument worth at least 1 gp", - "cost": 100 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "You play a lively march that emboldens your companions. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action.", - { - "type": "list", - "items": [ - "When a creature within 30 feet who can hear you makes a weapon attack, you can expend a spell-song point to roll {@dice 1d6} and add the result to the attack roll. You must choose to do this after the roll is made but before the DM declares whether the attack is successful or not.", - "When a creature within 30 feet who can hear you deals damage with a weapon attack, you can expend a spell-song point to cause the attack to deal an additional {@damage 1d6} damage.", - "When a creature within 30 feet who can hear you starts its turn, you can expend a spell-song point to embolden them. The creature gains {@dice 1d6} temporary hit points." - ] - }, - "Until the spell ends, you can take an action on your turn to gain up to your spellcasting modifier in spell-song points. You can only take this action twice each casting of this spell. You lose all remaining spell-song points immediately when this spell ends." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you can take the action to gain spell-song points one additional time per slot level above 2nd." - ] - } - ], - "miscTags": [ - "THP" - ] - }, - { - "name": "Embrace Destiny", - "source": "UltimateAdventure", - "page": 237, - "level": 1, - "school": "D", - "time": [ - { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You look into the future and see a murky vision of things to come. When you cast this spell, roll a {@dice d20} and record the number rolled. Before the spell ends, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the foretold roll. You must choose to do this before the affected roll is made. Once the foretold roll is used, it is lost. You lose any foretold roll you have when this spell ends." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 2nd level or higher, you roll and record an additional {@dice d20} for each slot level above 1st. When you replace a roll, you can use any of the foretold rolls you have recorded and lose only the one you use." - ] - } - ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Encyclopedia", - "source": "UltimateAdventure", - "page": 237, - "level": 8, - "school": "D", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "Until the spell ends, when you make an Intelligence check, you can replace the number you roll with a 15. Additionally, you can use an action to observe your surroundings, becoming magically aware of the presence and location of each secret door and trap within 30 feet of you that is within your line of sight." - ] - }, - { - "name": "Enfeebling Dirge", - "source": "UltimateAdventure", - "page": 238, - "level": 2, - "school": "E", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a musical instrument worth at least 1 gp", - "cost": 100 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true - } - ], - "entries": [ - "You play a grim dirge that causes your enemies to perseverate on their mortality. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action.", - { - "type": "list", - "items": [ - "When a creature within 30 feet who can hear you takes damage, you can expend a spell-song point to cause the creature to take {@damage 1d6} necrotic damage. When you do, it can't regain hit points until the end of its next turn.", - "When a creature within 30 feet who can hear you regains hit points, you can expend a spell-song point to roll {@dice 1d12} and subtract that from the hit points regained (to a minimum of 0 hit points regained). If this brings the total hit points regained to 0, the creature is {@condition frightened} of you until the end of its next turn." - ] - }, - "Until the spell ends, you can take an action on your turn to gain up to your spellcasting modifier in spell-song points. You can only take this action twice each casting of this spell. You lose all remaining spell-song points immediately when this spell ends." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, you can take the action to gain spell-song points one additional time per slot level above 2nd." - ] - } - ], - "damageInflict": [ - "necrotic" - ], - "conditionInflict": [ - "frightened" - ], - "miscTags": [ - "HL" - ] - }, - { - "name": "Epidemic", - "source": "UltimateAdventure", - "page": 238, - "level": 9, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } - ], - "entries": [ - "You become an incubator for a magical disease. Choose a disease of your choice from any of the ones described below. At the DM's option, you may choose an alternative disease effect, but it should be no more powerful than those described below.", - { - "type": "entries", - "name": "Blinding Sickness", - "entries": [ - "Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is {@condition blinded}." - ] - }, - { - "type": "entries", - "name": "Filth Fever", - "entries": [ - "A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength." - ] - }, - { - "type": "entries", - "name": "Flesh Rot", - "entries": [ - "The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage." - ] - }, - { - "type": "entries", - "name": "Mindfire", - "entries": [ - "The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the {@spell confusion} spell during combat." - ] - }, - { - "type": "entries", - "name": "Seizure", - "entries": [ - "The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity." - ] - }, - { - "type": "entries", - "name": "Slimy Doom", - "entries": [ - "The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is {@condition stunned} until the end of its next turn.", - "Until the spell ends, each creature other than you that starts its turn within 30 feet of you unknowingly becomes an infected carrier for the disease. While a creature is an infected carrier, each creature other than you that starts its turn within 30 feet of it unknowingly becomes an infected carrier as well. Symptoms of the disease don't begin to manifest until the spell ends.", - "When you cast this spell, you can designate any number of creatures within 30 feet of you. For 24 hours, those creatures are immune to the chosen disease and can't become infected by it.", - "As an action, you can choose to end the spell early. Once the spell ends, each infected creature must make a Constitution saving throw. A creature makes this saving throw with disadvantage if it's within 30 feet of you. On a failed save, the creature suffers the disease's effects for 24 hours, and must repeat the saving throw at the end of each 24-hour period until it's cured of the disease, extending the disease's effects for another 24 hours and gaining a level of {@condition exhaustion} each time it fails. If a creature succeeds on its saving throw, it is cured of the disease.", - "While it suffers the disease, a creature gains no benefits from taking long rests, other than preventing itself from suffering further levels of {@condition exhaustion} due to lack of sleep. Since this spell creates magical disease, the chosen disease is much more difficult to cure than normal. A heal or power word heal cast on an affected creature instantly cures them of the disease. A creature can also cast {@spell greater restoration} on an affected creature to attempt to cure it; the caster must make a spellcasting ability check against your spell save DC when it casts the spell, curing the target of the disease on a success." - ] - } - ], - "miscTags": [ - "HL" - ] - }, - { - "name": "Eruption", - "source": "UltimateAdventure", - "page": 239, - "level": 6, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 150 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "Magma bursts from the ground in a 20-foot radius, 40-foot-high cylinder centered on a point you can see within range. Each creature in the radius must make a Dexterity saving throw, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one. The ground in the area is considered {@quickref difficult terrain||3} for the duration.", - "Each round you maintain {@status concentration} on this spell, the eruption produces additional effects on your turn.", - { - "type": "entries", - "name": "Round 2", - "entries": [ - "Clumps of dirt and rock dislodged by the explosion fall from the sky. The area in the cylinder becomes {@quickref Vision and Light||2||lightly obscured}. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes {@damage 3d6} bludgeoning damage and becomes {@condition restrained} until the spell ends. On a successful save, it takes half as much damage and isn't {@condition restrained}. A creature {@condition restrained} this way can make a Strength saving throw as an action on its turn, freeing itself on a successful save." - ] - }, - { - "type": "entries", - "name": "Round 3-5", - "entries": [ - "Poisonous volcanic gas floods the area. The area in the cylinder becomes {@quickref Vision and Light||2||heavily obscured}. Each creature in the cylinder must make a Constitution saving throw. On a failed save, a creature takes {@damage 1d6} fire damage and {@damage 1d6} poison damage, and is {@condition poisoned} for 1 minute. On a successful save, it takes half as much damage and isn't {@condition poisoned}. If a creature enters the area for the first time in a turn while the gas persists, it becomes subject to the effect. A creature {@condition poisoned} this way makes a Constitution saving throw at the end of each of its turns, ending the condition on a successful save." - ] - }, - { - "type": "entries", - "name": "Round 6-10", - "entries": [ - "The same as Round 3-5, but the targets make their initial Constitution saving throw against the effect each round with advantage." - ] - } - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 7th level or higher, the radius and height of the cylinder each increase by 10 feet for each slot level above 6th." - ] - } - ], - "miscTags": [ - "OBS", - "SGT" - ] - }, - { - "name": "Evil Eye", - "source": "UltimateAdventure", - "page": 239, - "level": 1, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "entries": [ - "Choose a creature within range and release a minor curse on them. That creature must succeed on a Wisdom saving throw or gain one of the following afflictions of your choice for the duration of this spell.", - { - "type": "entries", - "name": "Misfortune", - "entries": [ - "Each time the creature makes an ability check, you can choose to give that roll disadvantage. If the creature fails that ability check, this spell ends." - ] - }, - { - "type": "entries", - "name": "Night Terrors", - "entries": [ - "The creature is plagued by paranoia and anxiety, unable to relax or rest. The creature cannot gain any benefits from finishing a short or long rest for the duration." - ] - }, - { - "type": "entries", - "name": "Outcast", - "entries": [ - "The creature provokes distrust and disdain in all it meets while afflicted by this spell. It has disadvantage on all Charisma checks for the duration.", - "A {@spell remove curse} spell ends this effect." - ] - } - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases. With a 3rd or 4th-level spell slot, the duration becomes 8 hours. With a 5th or 6th-level spell slot, the duration becomes 24 hours. With a 7th-level or higher spell slot, the duration becomes permanent until undone by a remove curse spell." - ] - } - ], - "savingThrow": [ - "wisdom" - ], - "miscTags": [ - "PRM" - ] - }, - { - "name": "Fertility Rites", - "source": "UltimateAdventure", - "page": 240, - "level": 1, - "school": "A", - "time": [ - { - "number": 1, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "medicinal herbs worth 10 gp or more, which the spell consumes", - "cost": 1000, - "consume": true - } - }, - "duration": [ - { - "type": "instant" - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "You perform a rite to enhance fertility and bless the young. When you cast this spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.", - { - "type": "entries", - "name": "Fecundity", - "entries": [ - "You touch two willing creatures, blessing their union. The next time they attempt to conceive an offspring together, and are capable of doing so, they succeed." - ] - }, - { - "type": "entries", - "name": "Good Health", - "entries": [ - "You touch a humanoid who is no more than one year old and pray for its good health. The child has advantage on saving throws against disease until it is 1 year old." - ] - }, - { - "type": "entries", - "name": "Lineage", - "entries": [ - "You touch a willing humanoid who is adolescent or younger and peer into their family history. You learn the identity of the creature's biological parents." - ] - }, - { - "type": "entries", - "name": "Midwifing", - "entries": [ - "You touch a humanoid while it is in labor and bless the birth. The creature will not die as a result of childbirth." - ] - }, - { - "type": "entries", - "name": "Safe Keeping", - "entries": [ - "You touch a pregnant humanoid and abjure their body against harm. The pregnancy cannot be terminated without that creature's consent." - ] - } - ], - "miscTags": [ - "ADV", - "HL" - ] - }, - { - "name": "Find Greater Familiar", - "source": "UltimateAdventure", - "page": 240, - "level": 3, - "school": "C", - "time": [ - { - "number": 8, - "unit": "hour" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 10 - } - }, - "components": { - "v": true, - "s": true, - "m": { - "text": "100 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier", - "cost": 10000, - "consume": true - } - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You gain the service of a familiar, a spirit that takes a form you choose: blink dog, dust mephit, giant centipede, giant octopus, giant poisonous snake, giant spider, ice mephit, imp, magma mephit, mud mephit, myconid sprout, pseudodragon, smoke mephit, or steam mephit.", - "Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal creature type.", - "Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.", - "When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is on the same plane as you, you can communicate with it telepathically.", - "Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.", - "As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.", - "You can't have more than one familiar at a time, including a familiar created by this spell or by {@spell find familiar}. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.", - "Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. You must be able to see your familiar, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll." - ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Find Vessel", - "source": "UltimateAdventure", - "page": 240, - "level": 3, - "school": "C", - "time": [ - { - "number": 10, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true, - "m": "a model ship within a bottle" - }, - "duration": [ - { - "type": "instant" - } - ], - "entries": [ - "You summon a spirit that assumes the form of a waterborne vessel. Appearing in an unoccupied space within range, the spirit takes the form you choose: keelboat or rowboat. The vessel has the statistics provided in the Dungeon Master's Guide for the chosen form. Additionally, the vessel is immune to nonmagical bludgeoning, piercing, and slashing damage.", - "You have advantage on ability checks you make to steer the vessel. While you are aboard the vessel, it responds to your verbal commands, allowing you to ignore the minimum crew number required to operate the vehicle. The vessel's speed, cargo weight limit, and hit points are all doubled. While you have the vessel summoned, you can cast this spell again to restore it to its maximum hit points.", - "The vessel disappears when it drops to 0 hit points or when you dismiss it as an action. When the vessel disappears, it leaves behind any creatures or objects it was carrying. You cannot have more than one vessel summoned by this spell at a time. At Higher Levels. When you cast this spell with a spell slot of 5th level or higher, you can choose from two additional waterborne vessel shapes for the summoned spirit: longship or sailing ship. When you cast this spell using a spell slot of 7th level or higher, you can choose from another two additional waterborne vessel shapes for the summoned spirit: galley or warship." - ], - "miscTags": [ - "ADV", - "HL", - "OBJ", - "SMN" - ] - }, - { - "name": "Flaming Vortex", - "source": "UltimateAdventure", - "page": 241, - "level": 5, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "You create a swirling vortex of flame around yourself, which is powerful enough to take you aloft. For the duration, your base movement speed increases by 30 feet. You are able to move vertically, in addition to horizontally, on your turn, but not to a height greater than 60 feet above the ground.", - "While you are aloft, the vortex travels with you, creating a 5-foot radius cylinder with height equal to your current distance from the ground. As you move, each creature your vortex passes within 5 feet of must make a Dexterity saving throw. On a failed save, a creature takes {@damage 3d8} fire damage, or half as much on a successful save. A creature other than you that starts its turn within 5 feet of the cylinder, or passes within 5 feet of it for the first time during a turn, must also make this saving throw, taking damage as described above.", - "If a creature has taken damage from this spell since the start of your last turn, it can't take damage from the spell again until the start of your next turn." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast the spell using a spell slot of 6th level or higher, the damage increases by {@dice 1d8} for each slot level above 5th." - ] - } - ], - "damageInflict": [ - "fire" - ], - "savingThrow": [ - "dexterity" - ] - }, - { - "name": "Fool's Gold", - "source": "UltimateAdventure", - "page": 241, - "level": 0, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "m": { - "text": "1 gold coin", - "cost": 100 - } - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 24 - }, - "concentration": true - } - ], - "entries": [ - "When you cast this spell, you enchant the coin you used as the material component for this spell. At any point before the spell ends, you can summon the coin back to your hand. Doing so ends the spell." - ] - }, - { - "name": "Forecast", - "source": "UltimateAdventure", - "page": 241, - "level": 6, - "school": "D", - "time": [ - { - "number": 1, - "unit": "minute" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "a glass thermometer and a copper weathervane" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 24 - } - } - ], - "meta": { - "ritual": true - }, - "entries": [ - "You predict that you're going to cast a spell within the next 24 hours and send your future self the power to cast it. Choose a spell of 5th level or lower that you know or have prepared and that has a casting time of 1 action, then expend a spell slot of the spell's level or higher to forecast it. Once before the spell ends, you can cast the forecasted spell without expending a spell slot, at which time you lose it as your forecasted spell. You also lose the spell as your forecasted spell if you cast this spell again." - ] - }, - { - "name": "Foreshadow", - "source": "UltimateAdventure", - "page": 241, - "level": 4, - "school": "D", - "time": [ - { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "a quill pen tipped with wet ink" - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "entries": [ - "Choose a creature you can see within range, peering into its near future and allowing yourself to see a shadow of its coming actions until the spell ends. The first time each turn that you make an attack roll against the target or it forces you to make a saving throw, you make the roll with advantage. Additionally, the first time each turn that the target makes an attack roll or ability check against you, it makes the roll with disadvantage." - ], - "entriesHigherLevel": [ - { - "type": "entries", - "name": "At Higher Levels", - "entries": [ - "When you cast this spell using a spell slot of 5th level or higher, you can choose one additional creature you can see within range for each slot level above 4th. You gain the effects of the spell against each target." - ] - } - ], - "miscTags": [ - "SGT" - ] - } - ] -} \ No newline at end of file diff --git a/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json b/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json new file mode 100755 index 000000000..4a4568328 --- /dev/null +++ b/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json @@ -0,0 +1,27402 @@ +{ + "_meta": { + "sources": [ + { + "json": "UltimateAdventurer", + "abbreviation": "UAH", + "full": "The Ultimate Adventurer's Handbook", + "authors": [ + "Sterling Vermin Adventuring Co.", + "Benjamin Huffman", + "Ross Leiser", + "Willy Abeel", + "Leon Barillaro", + "Lyde Van Hoy", + "Amber Litke", + "Proxy Bacchus Quick", + "Tyler “Walrock” Reed", + "Sean vas Terra", + "Matthew Whitby", + "Jasmine Yang" + ], + "convertedBy": [ + "Eulum", + "Foopsie42", + "MrVauxs", + "cam443", + "Unknown" + ], + "version": "1.0", + "color": "A170AF", + "url": "https://www.dmsguild.com/product/391037" + } + ], + "optionalFeatureTypes": { + "Mal": "Malediction Metamorphosis", + "MagMod": "Magical Module", + "Mime": "Pantomime Tricks", + "Dis": "Presence Discipline", + "DDis": "Dark Discipline", + "NDis": "Neutral Discipline", + "LDis": "Light Discipline", + "MysTattoo": "Mystical Tattoo", + "Eye Ray": "Eye Rays" + + }, + "status": "wip", + "dateAdded": 0, + "dateLastModified": 0, + "edition": "classic" + }, + "language": [ + { + "name": "ratter", + "source": "UltimateAdventurer", + "page": 23, + "type": "exotic", + "typicalSpeakers": [ + "Ratters" + ], + "entries": [ + "Ratters are often named in the Ratter language, which is comprised of clicks, chitters, squeaks, and emphatic full-body movements that indicate tone. Since most creatures find it difficult to recreate the language precisely, and ratters are generally too impatient to teach them, a ratter is often forced to adopt a name that can be more easily pronounced by their companions. " + ] + } + ], + "race": [ + { + "name": "Beastfolk", + "source": "UltimateAdventurer", + "page": 8, + "creatureTypes": [ + "humanoid" + ], + "ability": [ + { + "dex": 2, + "choose": { + "from": [ + "str", + "con", + "int", + "wis", + "cha" + ], + "amount": 1, + "count": 1 + } + } + ], + "age": { + "mature": 20, + "max": 100 + }, + "size": [ + "M", + "S" + ], + "speed": 30, + "languageProficiencies": [ + { + "common": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Age", + "entries": [ + "Beastfolk age as humans do, reaching maturity in their late teens and rarely living beyond a century." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Beastfolk are more likely to follow their instincts before any law or code of ethics. As a result, they are typically chaotic and more often neutral than evil or good." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Beastfolk come in all sizes. You can choose to be Medium or Small." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "type": "entries", + "name": "All Creatures Under the Sun", + "entries": [ + "Choose a beast that you resemble. You have 3 breed traits of your choice that are representative of that animal." + ] + }, + { + "type": "inset", + "name": "Breed Traits (Choose 3)", + "entries": [ + "Choose and gain three of the following traits. Each trait can only be selected once.", + { + "type": "entries", + "name": "Adept Climber", + "entries": [ + "You have proficiency in your choice of the {@skill Athletics} or {@skill Acrobatics} skill. You have a climbing speed equal to your walking speed." + ] + }, + { + "type": "entries", + "name": "Beast of Burden", + "entries": [ + "You count as one size larger than you are for the purposes of what size creature can use you as a mount and whether or not you are affected by the {@filter heavy weapon property|items|source=|property=heavy}." + ] + }, + { + "type": "entries", + "name": "Brave", + "entries": [ + "You have advantage on saving throws against being {@condition frightened}." + ] + }, + { + "type": "entries", + "name": "Burrowing", + "entries": [ + "While you have two free hands you have a burrowing speed of 15 feet." + ] + }, + { + "type": "entries", + "name": "Camouflage", + "entries": [ + "You have proficiency in the {@skill Stealth} skill. In addition, choose one terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark. While you are in that terrain, you have advantage on Dexterity ({@skill Stealth}) checks made to remain unseen." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "Accustomed to life underground or beneath the night sky, 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 {@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 darkness, only shades of gray." + ] + }, + { + "type": "entries", + "name": "Echolocation", + "entries": [ + "As a bonus action on your turn you can emit a shriek inaudible to creatures without this trait. Until the end of your next turn you have {@sense blindsight} up to 30 feet away while you are not {@condition deafened}." + ] + }, + { + "type": "entries", + "name": "Extra Arms", + "entries": [ + "You have one or more additional sets of arms. These additional arms can lift and manipulate objects weighing up to your Strength ability score but cannot properly wield {@filter shields|items|source=|type=!treasure;shield;!renaissance;!modern;!futuristic;!treasure (gemstone);!treasure (art object);!treasure (coinage)} or {@filter weapons with the heavy property|items|source=|property=heavy}." + ] + }, + { + "type": "entries", + "name": "High Flyer", + "entries": [ + "You have a {@quickref Flying Movement|PHB|3|0|flying speed} equal to your base walking speed. You cannot fly while you are carrying more than half of your maximum carrying capacity. While flying you make attack rolls and ability checks with disadvantage, cannot maintain {@condition concentration} on spells, and cannot cast spells." + ] + }, + { + "type": "entries", + "name": "Keen Senses", + "entries": [ + "You have proficiency in the {@skill Perception} skill. In addition, choose one sense: hearing, sight, smell, taste, or touch. You have advantage on Wisdom ({@skill Perception}) checks that utilize that sense." + ] + }, + { + "type": "entries", + "name": "Kin to Beasts", + "entries": [ + "You have proficiency in the {@skill Animal Handling} skill. Your proficiency bonus is doubled for any ability check you make that uses this proficiency." + ] + }, + { + "type": "entries", + "name": "Longstrider", + "entries": [ + "Your base walking speed increases by 5 feet." + ] + }, + { + "type": "entries", + "name": "Natural Armor", + "entries": [ + "When you aren't wearing armor, your AC equals 13 + your Constitution or Dexterity modifier. You can still use a shield and gain this benefit." + ] + }, + { + "type": "entries", + "name": "Natural Talent", + "entries": [ + "Beasts of the earth, sky, and sea have talents as varied as their shapes. You have proficiency in one skill of your choice." + ] + }, + { + "type": "entries", + "name": "Natural Tools", + "entries": [ + "The natural features of your body function as any one {@filter tool kit|items|source=|type=tools|Weight=[0;10]} of your choice that weighs 10 pounds or less. You are proficient with the chosen tool kit." + ] + }, + { + "type": "entries", + "name": "Natural Weapon", + "entries": [ + "You have a natural weapon, chosen when you gain this trait, which you can use to make unarmed strikes. This natural weapon could be a bite, claw, quill, or other offensive appendage. When you make an unarmed strike and choose to use your natural weapon, you use your choice of Strength or Dexterity for the attack roll. If you hit, you deal damage equal to {@damage 1d4} + your Strength or Dexterity modifier. You select the damage type of your natural weapon when you take this trait: bludgeoning, piercing, poison, or slashing." + ] + }, + { + "type": "entries", + "name": "Powerful Build", + "entries": [ + "You are considered one size larger for the purposes of determining carrying capacity and the weight you can push, drag, or lift." + ] + }, + { + "type": "entries", + "name": "Scalekin", + "entries": [ + "You have a swimming speed equal to your walking speed and can breathe in air and water." + ] + }, + { + "type": "entries", + "name": "Wild and Free", + "entries": [ + "You have advantage on saving throws against being {@condition charmed}." + ] + } + ] + }, + { + "type": "entries", + "name": "Beastkin Tongue", + "entries": [ + "You can speak with beasts of the type you resemble, and similar creatures, as if under the effect of the {@spell speak with animals} spell. For example, if you are a lion beastfolk you can speak with lions and other cats, whereas if you are an owl beastfolk you can speak with owls and other birds of prey." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common}. Born beastfolk speak humanoid languages with difficulty and often unintentionally intermix it with beastial squeaks and snarls. Cursed beastfolk speak humanoid languages as naturally as they did prior to their transformation." + ] + }, + { + "type": "inset", + "name": "Chimerakin", + "entries": [ + "When a beastfolk begins to manifest characteristics of two or more beasts, rather than just one, other beastfolk are likely to label them a chimerakin. This label means ostracization from any beastfolk community the chimerakin encounters, including their family. Other than the distinction in social standing, there is no difference between a beastfolk and a chimerakin (except that chimerakin can speak with two or more types of animals with their Beastkin Tongue trait).", + "With your DM's permission when you make your beastfolk character, you can roll a {@dice d100} to determine whether or not you are chimerakin. If you roll the number 13, the breed traits you select with your All Creatures Under the Sun trait do not have to be representative of a single creature. Otherwise, beastfolk with the {@feat Beast Whisperer|UltimateAdventurer} feat are often accused of having chimerakin blood while those with the {@feat Extra Breed Traits|UltimateAdventurer} feat are nearly universally condemned as chimerakin." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "One general law, leading to the advancement of all organic beings, namely, multiply, vary, let the strongest live and the weakest die." + ], + "by": "Charles Darwin", + "from": "The Origin of Species" + }, + "Beastfolk is a catchall term for a collection of humanoid peoples, each of which bear a strong resemblance to an animal. Due to the dizzying variety of animals in the world, and beastfolk that take after them, beastfolk as a whole have few common bonds. They may form small communities, particularly if they all resemble the same animal, but most often live on the edges of civilization, interacting only with those who possess the insight to see beastfolk are at least as much human as they are animal.", + { + "type": "entries", + "name": "Fur & Feather", + "entries": [ + "Every beastfolk resembles an anthropomorphic animal of one kind or another. The ratio of humanoid to bestial qualities varies between beastfolk but they are always recognizable as a hybrid between beast and humanoid. Beastfolk can stand anywhere from three and a half feet to seven feet tall with their height being influenced by the size of the beast they take after. They likewise weigh anywhere from 60 to 300 pounds.", + "Beastfolk may be covered in fur, feathers, scales, or skin. They often share the eye coloration and shape of the animal they resemble. Depending on their breed traits, a beastfolk may have wings, claws, gills, or even more exotic physical features." + ] + }, + { + "type": "entries", + "name": "Born & Raised", + "entries": [ + "The majority of beastfolk are born as beastfolk. Members of beastfolk families all typically resemble the same species of animal. These beastfolk sometimes form isolated settlements that have little, if any, contact with other humanoid races. Many beastfolk who are born to the race identify strongly with the animal they resemble and so mistrust beastfolk who resemble that animal's natural predators and other humanoids." + ] + }, + { + "type": "entries", + "name": "Cursed & Broken", + "entries": [ + "Some rare beastfolk are unfortunate souls who were cursed to the shape. Whether they transgressed against the gods, crossed a foul-tempered spellcaster, or provoked a curse from a sorcerous relic, these beastfolk began their life as something else. Often the animal they resemble is some cruel or ironic reference to the circumstances surrounding their curse. For example, a gluttonous noble may be transformed into a pig beastfolk, a soldier who abandons their military post may be cursed to become a chicken beastfolk, and a cold-hearted assassin might be turned into a serpent beastfolk." + ] + }, + { + "type": "entries", + "name": "Why They Adventure", + "entries": [ + "Beastfolk who take up a life of adventuring do so to survive. Beastfolk are often treated poorly by other humanoids, giving them few options for making a living that don't involve risking their lives. Those who live alone in the wilderness might take up adventuring because the natural resources or security of their homeland are threatened.", + "Beastfolk who are cursed to the form may have been adventurers before they took on their bestial appearance. Regardless of when or how, many of these beastfolk's adventuring careers revolve around looking for a way to reverse the curse and return to their old selves. Rarely, over the course of adventuring the beastfolk grows accustomed to their new shape and abandons or even rejects attempts to return them to their old form.", + "In a party, those traits that set beastfolk apart from other humanoids become their greatest assets. In the crucible of a danger filled dungeon, beastfolk quickly earn the trust and friendship that so often eludes them." + ] + }, + { + "type": "entries", + "name": "Beastfolk Names", + "entries": [ + { + "type": "entries", + "entries": [ + "Beastfolk names vary by their background. Beastfolk cursed to their form typically keep their old names, though some take on a new one to mask their true identity. Those born as beastfolk have a personal name and a community name. Their personal name is given to them by their parents at adolescence and reflects a notable physical characteristic, hobby, or habit. The community name is the name of the settlement or region where the beastfolk was born.", + { + "type": "entries", + "name": "Personal Names", + "entries": [ + "Brownfeather, Cheeks, Chirp, Finder, Fullbelly, Growler, Hunter, Knuckles, Redfur, Shadow, Strongtail, Swift, Tails, Tusk" + ] + }, + { + "type": "entries", + "name": "Community Names", + "entries": [ + "Baratok, Bluestones, Cloakwood, Erie, Greensea, Ironwood, Lammania, Moonshae, Styrnia, Taer Valaestas, Tethir, Whitewater" + ] + } + ] + } + ] + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Grimalkin", + "source": "UltimateAdventurer", + "page": 11, + "creatureTypes": [ + "humanoid" + ], + "ability": [ + { + "dex": 1, + "int": 1, + "cha": 1 + } + ], + "age": { + "mature": 6, + "max": 50 + }, + "size": [ + "S" + ], + "speed": { + "walk": 25, + "climb": 20 + }, + "darkvision": 60, + "traitTags": [ + "Language Proficiency", + "Skill Proficiency", + "Natural Weapon" + ], + "skillProficiencies":[ + { + "choose": { + "from": [ + "acrobatics", + "deception", + "insight", + "perception", + "stealth" + ], + "count": 1 + } + } + ], + "languageProficiencies": [ + { + "common": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Age", + "entries": [ + "Grimalkin are considered adults at age 6, elders by age 28, and rarely live past 50 years of age." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Grimalkin are fiercely independent and willful. They are almost always chaotic. Grimalkin tend to be self-serving but not to the extent that they are cruel. Most are neutral." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Grimalkin are usually just shy of 3 feet tall and weigh about 30 pounds. Your size is Small." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 25 feet." + ] + }, + { + "type": "entries", + "name": "Catlike", + "entries": [ + "You have advantage on ability checks made to trick others into believing you are just a house cat." + ] + }, + { + "type": "entries", + "name": "Claws", + "entries": [ + "Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "Accustomed to the perpetually twilit forests of the Feywild or the lightless skies of the Shadowfell, 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 {@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 darkness, only shades of gray." + ] + }, + { + "type": "entries", + "name": "Mischievous Talent", + "entries": [ + "You gain proficiency with one of the following skills of your choice: {@skill Acrobatics}, {@skill Deception}, {@skill Insight}, {@skill Perception}, or {@skill Stealth}." + ] + }, + { + "type": "entries", + "name": "Steal Fortune", + "entries": [ + "When a creature you can see within 30 feet makes an ability check, attack roll, or saving throw, you can use your reaction to give that roll disadvantage. When you do, one ability check, attack roll, or saving throw of your choice that you make within the next minute gains advantage. Once you use this trait, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common}. To others, the grimalkin dialect of Common sounds all the same, but to a grimalkin, the Feywild and Shadowfell dialects are almost completely separate languages." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "Whenever the grimalkin caravans come to town, all the casinos hire extra muscle to keep a special eye on those tricky fey cats. Their good fortune seems an awful lot like cheating. Or maybe it's their cheating that looks an awful lot like good fortune?" + ], + "by": "Victor", + "from": "thief" + }, + "The grimalkin were once a people divided. There were grimalkin native to the Feywild and grimalkin native to the Shadowfell. The two sides were locked in a war which, for grimalkin, meant an endless parade of usually harmless, often elaborate, and occasionally cruel pranks. As the war dragged on from decades to millennia, denizens of the Shadowfell and the Feywild conspired with one another for a way to be rid of these nuisances for good. Eventually an agreement was struck and the grimalkin were driven from the Shadowfell and the Feywild and a curse was laid over their race that only so many could gather in each of those realms at a time. Although annoyed at having to endure the consequences of forced relocation, the grimalkin were quite pleased with the dramatic extent of the reaction their warring had elicited in others.", + { + "type": "entries", + "name": "Fancy Felines", + "entries": [ + "In appearance, grimalkin are nearly indistinguishable from a large, bipedal house cat. They usually stand slightly below 3 feet tall and weigh no more than 30 pounds and have a tail about a third again of their size in length. When they lived in other realms, their coats were more uniform but today, breeding between the two groups has caused any number of fur patterns to manifest. A grimalkin's eyes are usually green, purple, or golden.", + "Despite how easily they can pass themselves off as house cats, grimalkin rarely do so unless it's part of a prank or gambit. When dealing with members of other races, grimalkin tend to wear an excessive amount of clothing and accessories, as if that were the proof necessary to show they are indeed a race of people and not an animal. Grimalkin fashion is considered garish and mismatched by most other races." + ] + }, + { + "type": "entries", + "name": "Cat Caravans", + "entries": [ + "Grimalkin are widely mistrusted by other peoples and thus often live in their own itinerant communities. These communities can be as small as a couple of families in a few wagons to dozens of families in nearly a hundred wagons. Traveling from settlement to settlement, grimalkin take work as couriers, entertainers, and farmhands. They also make money grifting and practicing hedge magic.", + "When the grimalkin were exiled from the Feywild and Shadowfell, they brought with them the many strange customs they had developed in those alien places. Although they came together as one people, they had two distinct cultures based on their prior plane of origin.", + "After a few generations, these customs mingled and now would seem out of place even if they were to return to their distant homes. Most of these idiosyncratic customs are based around death or self-expression. For example, during card games, they always deal a hand for the most recently deceased mutual acquaintance they all share and they believe it is bad luck to dance and play a musical instrument simultaneously." + ] + }, + { + "type": "entries", + "name": "Curiouser and Curiouser", + "entries": [ + "The grimalkin have a legend that a particularly clever member of their own kind will one day discover a way to lift the curse limiting the number of their kind that can enter the Feywild and Shadowfell. This legend inspires some grimalkin to split away from their caravans to search for sources of magical power or curry favors from powerful wizards or interplanar beings.", + "Grimalkin are a curious people as a rule. They travel the world in caravans with their families, but occasionally find something in the world that captures their attention and decide that they can't leave it until they've discovered everything there is to know about it. Some grimalkin may even inadvertently become adventurers as they wander too far from their traveling caravans and never find their way back again." + ] + }, + { + "type": "entries", + "name": "Grimalkin Names", + "entries": [ + { + "type": "entries", + "entries": [ + "A grimalkin's name consists of as many as four parts, depending on their parentage and family history. Those grimalkin with ancestors from the Feywild use their personal name, their mother's personal name, their father's personal name, and “...of the Shine.” Grimalkin with ancestors from the Shadowfell use their personal name, their father's personal name, their mother's personal name, and “...of the Gloom.” Grimalkin who do not know their parents do not include their parent's personal names as part of their full name but may still choose to associate themselves with a historical conclave of grimalkin if they wish. There is a movement among younger grimalkin to abandon references to the old war altogether and drop both epithets from their names.", + { + "type": "entries", + "name": "Female Names", + "entries": [ + "Blythe, Cady, Corliss, Demelza, Godiva, Idina, Matilda, Nara, Radella, Rowena, Sabella, Zelda." + ] + }, + { + "type": "entries", + "name": "Male Names", + "entries": [ + "Alder, Arundel, Beldon, Colbert, Dayton, Digby, Erskine, Kenelm, Methra, Nedes, Oswin, Seabert, Tostig." + ] + } + ] + } + ] + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Half-Dwarf", + "source": "UltimateAdventurer", + "page": 13, + "creatureTypes": [ + "humanoid" + ], + "ability": [ + { + "con": 2, + "choose": { + "from": [ + "str", + "dex", + "int", + "wis", + "cha" + ], + "count": 1 + } + } + ], + "age": { + "mature": 20, + "max": 200 + }, + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "traitTags": [ + "Language Proficiency", + "Tool Proficiency" + ], + "languageProficiencies": [ + { + "common": true, + "dwarvish": true + } + ], + "toolProficiencies": [ + { + "any": 1 + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + "Your half-dwarf has some of the natural fortitude and traits dwarves possess but also shares qualities with other half-dwarves that set them apart from their stockier kin." + ] + }, + { + "type": "entries", + "name": "Age", + "entries": [ + "Half-dwarves mature at the same rate as humans reaching adulthood around their second decade of life. They tend to live to around 200 years old." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Half-dwarves can be of any alignment. Half-dwarves raised in dwarven communities tend to be chaotic as they are perceived as outsiders and identify closely with defying social customs and expectations." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Half-dwarves are slightly smaller than humans, ranging from four and a half to five and a half feet tall. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "Thanks to your dwarf heritage, 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 {@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 darkness, only shades of gray." + ] + }, + { + "type": "entries", + "name": "Tireless", + "entries": [ + "When you finish a {@quickref resting|phb|2|0|short rest}, you can choose to lose up to one of your levels of {@condition exhaustion} and regain half your maximum hit points. You can't use this feature again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "type": "entries", + "name": "Tool Proficiency", + "entries": [ + "You gain proficiency with a {@filter tool set|items|source=|type=artisan's tools;tools} of your choice. Half-dwarves have all the raw talent of their dwarven kin without being bound by tradition to apply it to only a handful of endeavors." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common} and {@language Dwarvish}. Half-dwarves speak common and other languages without the harsh accent of the dwarves." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "We spent all day and all night trying to dig those villagers out of the collapsed mine. When the rest of us passed out from exhaustion she just kept at it. By the time I woke up, they were all free and she hadn't broken a sweat." + ], + "by": "Chando", + "from": "half-orc retired adventurer" + }, + "Half-dwarves, known as muls on some worlds, are the rare offspring between human and dwarven parents. Dwarven culture is conservative and implicitly forbids relationships between dwarves and other races, so most half-dwarves are born in times of social upheaval or as the result of a secret romance. Half-dwarves raised among dwarves are social pariahs, seen by their community as a living embodiment of the consequences of breaking with tradition. Raised among humans, half-dwarves experience prejudice and stereotypes related to their dwarven heritage.", + { + "type": "entries", + "name": "Born Outsiders", + "entries": [ + "To humans, half-dwarves look like dwarves. To dwarves, half-dwarves look like humans. Half-dwarves stand between 4 and a half to 5 and a half feet tall and weigh around 200 pounds. They aren't as stocky as dwarves but have a broader stature and more muscular physique than humans. Half-dwarves exhibit a range of skin tones and hair colors, but have notably thick and full hair.", + "Half-dwarves have experimental senses of fashion, taking dwarven and human traditions and blending them. Novel hairstyles and colors, or ways of wearing facial hair and jewelry are things that half-dwarves do to create their own identity. These styles are rarely subdued and cause half-dwarves to stand out in a crowd." + ] + }, + { + "type": "entries", + "name": "Iconoclasts and Innovators", + "entries": [ + "Routinely reminded by humans and dwarves alike that they have no unique culture of their own, half-dwarves are often rebels and revolutionaries. This manifests in a variety of ways, from forsaking the local religious customs, to experimenting in new forms of art, to advocating for vast and dramatic political changes. If proponents of the status quo suggest they shouldn't even exist, half-dwarves have no reason to embrace the cultural institutions that stand against them. This tendency to align against tradition means half-dwarves often participate in countercultural movements and befriend other social misfits." + ] + }, + { + "type": "entries", + "name": "Half-Dwarf Names", + "entries": [ + "Half-dwarves tend to use either human or dwarf names. Those raised in human communities are usually given dwarven names and those raised in dwarven communities usually given human names." + ] + }, + { + "type": "inset", + "name": "Muls?", + "entries": [ + "On some worlds half-dwarves are more commonly known as muls, an epithet which is believed to have been derived from the dwarven word for “strength”, mul-zhennedar", + "The word mul can be pronounced MULL or MOOL but is sometimes pronounced in an intentionally inflammatory fashion as MULE." + ] + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Kilnkin", + "source": "UltimateAdventurer", + "page": 15, + "creatureTypes": [ + "construct" + ], + "age": { + "mature": 5, + "max": 100 + }, + "size": [ + "M" + ], + "speed": 30, + "traitTags": [ + "Language Proficiency", + "Tool Proficiency" + ], + "languageProficiencies": [ + { + "common": true, + "primordial": true + } + ], + "toolProficiencies": [ + { + "alchemist's supplies": true, + "potter's tools": true + } + ], + "resist":[ + "poison" + ], + "entries": [ + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Kilnkin are a diverse people with natural strength and talents dictated by their mote and anima. One ability score of your choice that is increased by your mote or anima subrace increases by an additional 1." + ] + }, + { + "type": "entries", + "name": "Age", + "entries": [ + "Kilnkin reach maturity quicker than many other races, reaching full maturity at the age of 5. The oldest kilnkin rarely live beyond 100 years." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "A traditional people, most Kilnkin are lawful. They tend towards good or neutral." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "What variation exists between the kilnkin is entirely dependent on their dress, behavior, and body modifications. The alchemical process that animates them requires all kilnkin to stand exactly 5 feet tall and weigh 150 pounds. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "type": "entries", + "name": "Alchemical Resilience", + "entries": [ + "Your alchemical physiology renders you exceptionally hardy to many dangers. You have resistance against poison damage and have advantage on saving throws against poison. Additionally, you are immune to disease." + ] + }, + { + "type": "entries", + "name": "Exceed Mortal Limits", + "entries": [ + "As a bonus action on your turn, you can cause the alchemical processes animating you to grant you the ability to exceed mortal limitations. For the next minute, you ignore the effects of any {@condition exhaustion} levels you have. At the end of this minute, you gain a level of exhaustion. Once you use this trait, you must finish a {@quickref resting|phb|2|0|short or long rest} before you can use it again." + ] + }, + { + "type": "entries", + "name": "Progenitor's Expertise", + "entries": [ + "You have proficiency with {@item alchemist's supplies|PHB} and {@item potter's tools|PHB}. Your proficiency bonus is doubled for any ability check you make that uses either proficiency." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common} and {@language Primordial}." + ] + }, + { + "type": "entries", + "name": "Subraces", + "entries": [ + "Each kilnkin is an intersection between their primary material components, represented by their mote subrace, and those of their primary animating alchemical substance, represented by their anima subrace. Choose one mote subrace and one anima subrace." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "I'd believed the rasapota, as the kilnkin call themselves, were only legends. As I traversed that secluded valley with its majestic river I discovered how wrong I was. Their civilization, long hidden, had flourished in the shadows of the mountains." + ], + "by": "Darius Stryx", + "from": "cartographer" + }, + "On the banks of a mystic river, in a region secluded from the outside world, there is a clay that can be shaped, fired, and filled with an alchemical concoction that transmutes these raw materials into new life. The people created in this way, the kilnkin, are deeply religious. Pottery, alchemy, and a cultural system that divides individuals into castes form the basis of their society. As a rule, kilnkin are calm and peaceful; but when the situation demands it, they are capable of great feats beyond the physical and mental limitations of most other humanoids.", + { + "type": "entries", + "name": "Forged in Fire", + "entries": [ + "The mystical and alchemical processes that allow kilnkin to gain sentience require specific dimensions: all kilnkin are exactly 5 feet tall and weigh 150 pounds upon creation. Their bodies are predominantly made of red, blue, or yellow clay. Their eyes burn with the ongoing alchemical fire that animates them, and their bodies are covered in indentations of runic patterns, within which flows metallic liquids.", + "After the sentience of a kilnkin is catalyzed, they are free to modify their bodies as they wish. Kilnkin often create ornamental pottery to adorn themselves with and paint their bodies in bright colors. Kilnkin can also modify their body by incorporating clays and alchemical reagents other than those they were created with. These kilnkin exhibit a patchwork of colors or, more rarely, a blend of them." + ] + }, + { + "type": "entries", + "name": "Mote & Anima", + "entries": [ + "The role of individual kilnkin in their society is based on the primary clay used in their creation, called their mote, and the primary alchemical agent involved in their animation, called their anima. Each kilnkin has a mote and an anima for a total of nine possible combinations. In the traditional kilnkin understanding of the world, an individual's combination reveals their duty to kilnkin society, personality, temperament, and destiny. This emphasis on the significance of mote and anima adds to the kilnkin skepticism of other peoples, who are seen as inconsistent and unpredictable." + ] + }, + { + "type": "entries", + "name": "Alchemical Adventurers", + "entries": [ + "Kilnkin rarely leave the safety and serenity of their enclave. In the past, meetings with the wider world worked out poorly for the philosophically minded kilnkin, causing them to become insular and distrustful of other peoples. This history means that kilnkin who become adventurers are often outsiders or outcasts among their own people. More rarely, a kilnkin elder will empower a younger kilnkin to leave the community to strike out into the world for resources, intelligence gathering, or some other mission. Kilnkin that leave the safety of their people for any reason must perform a special purification ritual before they are allowed to return to their own kind." + ] + }, + { + "type": "entries", + "name": "Kilnkin Names", + "entries": [ + { + "type": "entries", + "entries": [ + "Kilnkin are not given names in their youth and instead are referred to as “child” with whatever descriptors are necessary to differentiate them from other young kilnkin. Once they reach maturity, kilnkin name themselves.", + { + "type": "entries", + "name": "Adult Names", + "entries": [ + "Arsixsixy, Bezalel, Chappie, Daimajin, Galatea, Kaddish, Prometheus, Pulgasari, Saint" + ] + } + ] + } + ] + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Lemurian", + "source": "UltimateAdventurer", + "page": 18, + "creatureTypes": [ + "humanoid" + ], + "ability": [ + { + "dex": 2, + "int": 1 + } + ], + "age": { + "mature": 30, + "max": 200 + }, + "size": [ + "M" + ], + "speed": 30, + "languageProficiencies": [ + { + "common": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Age", + "entries": [ + "Lemurians reach maturity slower than humans, not reaching adulthood until the age of 30. If they remain in the Ethereal Plane they live to nearly 300 years old but lemurians who venture out of the Border Ethereal into the Material Plane typically do not live longer than 200 years." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Lemurians are reserved by nature and rarely interfere in the struggles of others. Most lemurians are lawful neutral or neutral." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Lemurians are slightly shorter and significantly slighter than humans. They stand between 4 and 5 feet tall and weigh between 65 to 85 pounds. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "type": "entries", + "name": "Ethereal Step", + "entries": [ + "As a bonus action, you become partially ethereal until the start of your next turn. While partially ethereal, you have resistance to nonmagical damage, you have a {@quickref Flying Movement|PHB|3|0|flying speed} equal to your base walking speed, and you can move through occupied spaces. If you end your turn in an occupied space, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you are moved. Once you use this trait, you must finish a {@quickref resting|phb|2|0|short or long rest} before you can use it again." + ] + }, + { + "type": "entries", + "name": "Third Eye", + "entries": [ + "You have a third eye above the middle of your brow. You have advantage on saving throws against being {@condition blinded}." + ] + }, + { + "type": "entries", + "name": "Vision Beyond Sight", + "entries": [ + "You can take an action on your turn to open your third eye to vision beyond sight for one minute. While your third eye is open, you see {@condition invisible} creatures and objects as if they were visible, and you can see into the Ethereal Plane. You are immune to being {@condition blinded} while this ability is in use. If you were blinded before engaging this ability, that condition ends immediately. Once you use this trait, you must finish a {@quickref resting|phb|2|0|long rest} until you can use it again." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common}. When lemurians left the Material Plane hundreds or thousands of years ago, an earlier form of Common was spoken. Today lemurians continue to use many of the words, phrases, and linguistic rules of that older version of the language which sounds distinctly odd to those who speak the Common of modernity." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "The memory of the Lemurian race was not as yet fully evolved, and they were without language, although they could communicate with each other by a species of thought transference. Lemurian man had ‘imbibed the physical and chemical forces inherent in lifeless things,' and had but to look at objects to judge their weight-bearing capacity. Thus he could build and erect without recourse to the arts of engineering, and could lift enormous weights by the exercise of will-power alone. Will-power, was, indeed, the particular quality in which the Lemurians were transcendent." + ], + "by": "Lewis Spence", + "from": "The Problem of Lemuria: The Sunken Continent of the Pacific" + }, + "Once upon a time, Lemuria was the envy of all its neighbors. With advanced theories of magic and the resources to turn those sophisticated concepts into practical applications, the people of Lemuria were free from the mundane business of making a living to pursue personal interests and relationships. Raiders came to their shores and crashed uselessly against the walls of their great cities, eager to access the network of interconnected magical items that ensured Lemuria's ongoing prosperity. After hundreds of years of increasing isolation, the people of Lemuria grew weary of the world and decided to leave it.", + { + "type": "entries", + "name": "A Whiter Shade of Pale", + "entries": [ + "There are two physical features that set lemurians apart from many of the other races in the worlds of D&D: their skin is devoid of pigment and they have a third eye above the center of their brow. Lemurian hair is silver, gray, or white. Their eyes can be nearly any color. In lemurian culture there is a belief that eye color says a lot about one's personality similar to the astrology practiced by other races.", + "Perhaps owing to the relative scarcity of food stuffs in the ethereal realm, lemurians have slight builds. They stand between 4 feet and 5 feet tall and weigh 65 to 85 pounds. Lemurians who pass their adolescence in the material realm stand a bit taller and broader than those raised in the ethereal." + ] + }, + { + "type": "entries", + "name": "Intangible Exodus", + "entries": [ + "When lemurians left the Material Plane, they took the land they lived on with them. The ritual they performed shifted their entire continent into the Border Ethereal. For a time they continued to travel between their new home and their old. When they desired greater isolation they worked new rituals to push their home into the Deep Ethereal.", + "The story of Lemuria ends there. Surviving lemurian records state that as their people continued to advance in arcane lore and its practical uses they began to fade out of existence. This phenomena became known as “Ascension” and the majority of lemurians pursued it until only a fraction of the people remained that once made up the great civilization. Some still haunt the forgotten ruins of Lemuria but others have wandered back into the Border Ethereal or even crossed over into the Material Plane." + ] + }, + { + "type": "entries", + "name": "Haunting the Border", + "entries": [ + "Since the fall of Lemuria, lemurians have formed tribes and migrated back from the Deep Ethereal to the Border Ethereal. Each tribe has developed its own customs to honor their ancestors and placate the odd denizens of the Ethereal Plane. Lemurian tribes treasure artifacts from Lemuria and hold them with great reverence. At times, conflicts over the possession of these artifacts escalates into war between lemurian tribes.", + "Much of what lemurians know about the Material Plane comes from what they have observed by looking through the border or have talked about with ghosts or other creatures who can pass between the planes easily. Lemurians are curious, observant, and can be obsessive about their interests and uncovering secrets. Lemurians prefer to watch situations unfold from a distance and only get involved once they feel confident they have all the information they need to make an informed decision or take decisive action." + ] + }, + { + "type": "entries", + "name": "Out of the Ethereal", + "entries": [ + "Lemurians share some of the reasons members of other races become adventurers and are also powerfully motivated by curiosity. Those who have only recently made their way to the Material Plane are eager to see as much of this vibrant world as they can. Lemurians who've been in the Material Plane for some time might be interested in finding ancient artifacts that connect them to the history of Lemuria and its people." + ] + }, + { + "type": "entries", + "name": "Lemurian Names", + "entries": [ + { + "type": "entries", + "entries": [ + "In Lemuria it was common practice to name newborns after mystic principles and theories that were relevant to the parents' hopes for the child. Although few lemurians know the full significance of these words today, by tradition this naming convention has continued on. Lemurians use the name of their tribe as their surname with most tribes being named after the cities of Lemuria.", + { + "type": "entries", + "name": "Male Names", + "entries": [ + "Ananke, Asha, Barbelo, Eveko, Gnostikos, Kensho, Kismet, Luminatio, Ma'at, Revelate, Wyrd" + ] + }, + { + "type": "entries", + "name": "Female Names", + "entries": [ + "Abjarua, Barbelo, Laima, Moirai, Ousia, Orgone, Pleroma, Prajna, Punya, Samsara, Satori, Wuwei" + ] + }, + { + "type": "entries", + "name": "Tribe Names", + "entries": [ + "Gondwana, Kerguelen, Laurasia, Pannotia, Rodinia, Kenor, Nena, Vaalbara, Zeaia" + ] + } + ] + } + ] + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Oculus", + "source": "UltimateAdventurer", + "page": 20, + "creatureTypes": [ + "humanoid" + ], + "ability": [ + { + "int": 2 + } + ], + "age": { + "mature": 0, + "max": 2000 + }, + "size": [ + "M" + ], + "speed": 30, + "darkvision": 60, + "traitTags": [ + "Language Proficiency" + ], + "languageProficiencies": [ + { + "common": true, + "any": 1 + } + ], + "entries": [ + { + "type": "entries", + "name": "Age", + "entries": [ + "Oculi reach maturity only a few days after their mitosis is complete, and can live for nearly 2000 years." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "As creatures of a heavily structured and deeply self-reliant culture, most oculi are lawful neutral." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Oculi can range from 4 feet to nearly 6 feet tall, depending on their evolutionary function, and weigh an average of 140 pounds. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "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 darkness, only shades of gray." + ] + }, + { + "type": "entries", + "name": "Eye Open", + "entries": [ + "Oculi do not need to sleep, but must enter a resting state for 8 hours to benefit from a {@quickref resting|phb|2|0|long rest}. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as though you were awake." + ] + }, + { + "type": "entries", + "name": "Oculus Perception", + "entries": [ + "Whenever you make a Wisdom ({@skill Perception}) check using sight, you add double your proficiency bonus to the check, even if you are not normally proficient." + ] + }, + { + "type": "entries", + "name": "Telepathy", + "entries": [ + "You can speak telepathically to creatures within 60 feet of you. For a creature to understand your telepathy, you must share a language. You perform the verbal components of spells by broadcasting them to all creatures within range of your telepathy." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "Oculi can't physically speak, but communicate telepathically. They can “speak,” read, and write {@language Common} and one other language of your choice, usually the language of a society near to the watch into which you were born." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "When we advanced deep into that cave system, we thought we were going to fight a beholder...what else were we to expect when that villager who hired us told us they saw an eye monster come from the mountain? When we got into that huge cavern, though, there must have been hundreds of them, what I could only describe as human-sized and -shaped eyes, and even weirder... they welcomed us with tea." + ], + "by": "Flop McBurrough", + "from": "when interviewed about his adventuring party's first encounter with oculi" + }, + "Oculi are telepathic humanoids whose bodies are entirely made up of a single eye, though they are shaped as most other bipedal humanoids are with arms, legs, a neck, and a head. Each oculi has a single pupil that can be moved anywhere on the surface of its body, allowing it to see at any angle.", + { + "type": "entries", + "name": "All Seeing Eyes", + "entries": [ + "Oculi do not have bodily orifices, such as ears, mouths, noses, or others. They experience taste, sound, and smell through a shallow and near-imperceptible membrane that surrounds their bodies, detecting and interpreting subtle stimuli. Oculi feed by absorbing nutrients through this membrane from bacteria and other microorganisms. An oculus can also “eat” more traditional foodstuffs by slowly absorbing the nutrients through contact with its membrane.", + "Each oculus has a uniquely colored iris surrounding its large pupil, often with a myriad of intertwining colors. Other than body size and shape, these unique irises are the only way to tell individual oculi apart.", + "An oculus, while aware of bodily harm, does not experience pain as other creatures do. When an oculus's body has sustained enough damage, it will immediately enter a repair state that acts similarly to another creature's unconscious state." + ] + }, + { + "type": "entries", + "name": "Watchful Hive", + "entries": [ + "Oculi tend to live in underground cave systems in which they carve out structures to use as homes and defensible positions. Due to their ability to telepathically communicate near-instantaneously, a group of oculi, called a watch, develops a sort of hive mind. This hive mind allows them to be efficient and unified in purpose, helping the watch to create elaborate and highly functional structures with incredible efficiency.", + "When living in large groups, oculi very rarely venture from their cave system. They are a self-reliant species that neither depends on nor offers aid to other races. They are aware of the value of gold and treasures for the purposes of the rare interaction or trade with other cultures, but have no use for such things within a watch." + ] + }, + { + "type": "entries", + "name": "Intelligent Design", + "entries": [ + "Oculi live extremely long lives when undisturbed, and reproduce asexually when a watch determines more members are needed. This reproduction occurs as a mitosis lasting nearly a century, during which the “parent” decides the evolutionary form its offspring will take. In this way, a watch can regulate a balance of the roles required by oculus society." + ] + }, + { + "type": "entries", + "name": "Oculus Names", + "entries": [ + "Oculi typically do not have personal names as each oculus sees itself primarily as an extension of its watch, rather than an individual. When an oculus leaves its watch, though, and learns to live as an individual, it tends to adopt a name from the first culture it encounters. This name might not even be one used by other creatures; it might just be a pleasant-sounding name of an object." + ] + }, + { + "type": "entries", + "name": "Subrace", + "entries": [ + "Three main evolutionary functions of oculi make up oculus society: the Oculus Adjudicate, the Oculus Inquisitive, and the Oculus Vigilant. Choose one of these subraces." + ] + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Ratter", + "source": "UltimateAdventurer", + "page": 22, + "creatureTypes": [ + "humanoid" + ], + "ability": [ + { + "dex": 1, + "con": 1, + "int": 1 + } + ], + "age": { + "mature": 2, + "max": 20 + }, + "size": [ + "S" + ], + "speed": { + "walk": 25, + "climb": 25, + "burrow": 5 + }, + "darkvision": 30, + "traitTags": [ + "Language Proficiency", + "Natural Weapon" + ], + "languageProficiencies": [ + { + "common": true, + "ratter|UltimateAdventurer": true + } + ], + "entries": [ + { + "type": "entries", + "name": "Age", + "entries": [ + "Ratters reach adulthood after only 2 to 3 years, and don't generally live much longer than 20 years, their extreme metabolic rate aging them much more quickly than most other humanoids." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Due to their impatient personalities and the fact that their monstrously fast metabolisms make them almost constantly hungry, ratters have little to no regard for societal conventions, niceties, or anything else they deem to be a waste of their short time to live. They usually take what they want without asking, especially when what they want is food, and they often resort to violence if something or someone is preventing them from grabbing it. Most ratters tend to be chaotic, if not also evil." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Ratters range from 2 to 3 feet tall, and weigh an average of about 30 pounds. Your size is Small." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 25 feet." + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "You can see in {@quickref Vision and Light|PHB|2|0|dim light} within 30 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 darkness, only shades of gray." + ] + }, + { + "type": "entries", + "name": "Bite", + "entries": [ + "Your sharp, pronounced foreteeth are a natural weapon, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Impatient Mind", + "entries": [ + "When you resolve the {@variantrule downtime activity: research|XGE|Research downtime activity}, described in {@book Chapter 2|XGE|2} of {@i Xanathar's Guide to Everything}, you roll the Intelligence check for the Research Outcomes table twice, gaining the results of both rolls." + ] + }, + { + "type": "entries", + "name": "Loquela Rattus", + "entries": [ + "You have the ability to communicate in a limited manner with rats and similar rodents. Such creatures can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them." + ] + }, + { + "type": "entries", + "name": "Rodent Nimbleness", + "entries": [ + "You can move through the space of any creature that is of a size larger than yours. Additionally, you are considered one size smaller for the purpose of squeezing into narrow holes and passages." + ] + }, + { + "type": "entries", + "name": "Vermin Infiltration", + "entries": [ + "Due to your light weight, quick mind, and specialized claws, you can get inside almost any place you choose. You have a climbing speed of 25 feet, and a burrowing speed of 5 feet. You can only use this burrowing speed to tunnel through soft dirt or mud, and the tunnel quickly collapses after you pass through." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common} and Ratter." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "Don't go in the bloody sewers, boy! Those stinkin' ratters are hungry, and right vicious! They nearly took me gods-accursed arm! And I only have the one left! ...On secon' thought, go right ahead, maybe then you'll stop terrorizin' me lawn..." + ], + "by": "Old Man Jenkins", + "from": "the accidental discoverer and namer of the ratters, to a neighborhood ruffian, just outside the entrance to the sewers of Waterdeep" + }, + "Ratters are a miniscule, rodent-like people that live in groups called infestations, often inhabiting the sewers beneath heavily populated cities. Their metabolisms are just as quick as their minds, creating a ravenous hunger in most ratters for both food and knowledge. This curiosity and peckishness combined with their flexible bodies means that if there's a place a ratter shouldn't be, they probably found a way to get in.", + { + "type": "entries", + "name": "Sewer Critters", + "entries": [ + "Ratters have large, rounded ears, beady eyes that range from light brown to deep black, and pointed snouts ending in inquisitive pink noses and elongated foreteeth. Their fur comes in a variety of understated colors such as grey, black, brown, white, or any combination thereof. This fur is long and fluffy when clean, but will often appear matted, unkempt, or even spiky due to a lack of grooming habits and a tendency to live in filth.", + "The bushiness of their fur belies the lithe bodies underneath. Ratters are deceptively slim and highly flexible, with loose joints that allow them to squeeze into seemingly impossible gaps. They also have broad, pointed claws on the tips of their fingers and toes, which are ideal for climbing or burrowing in soft earth. Lightweight, flexible, and capable of slipping or scraping through tight spaces, ratters have little trouble infiltrating food stores and getting into other places they aren't wanted." + ] + }, + { + "type": "entries", + "name": "Live Fast, Die Young", + "entries": [ + "As intelligent creatures, ratters are acutely aware of just how short their twenty-year lifespans are as compared to those of other humanoids. Ratters despise wasting time. They speak quickly, think quickly, and take action quickly, without dwelling on the consequences or any other “wasteful” thoughts. They take offense, often violently, to any action or custom they deem to be a waste of their time, such as smalltalk, waiting in lines, or dealing with bureaucracy; ratters will usually put their quick minds to work finding a creative way around such pointless obstructions.", + "Most organized societies consider ratters to be loathsome pests and will go to great lengths to keep an infestation out of their sewers. For their part, ratters harbor a much more powerful dislike, and sometimes even hatred, of these longer-lived races; they're viciously jealous of creatures with greater lifespans, especially elves. Compared to other races that seem to have all the time in the world, ratters find it incredibly unfair to have been given so little time.", + "A ratter's short life also sparks within them a fundamental desire to continue to have an impact after they're gone, to leave a legacy behind. While many ratters believe their legacies are completed simply by surviving to continue their lines, others are dissatisfied at the idea of using their limited time only for the purpose or procreation. These ratters yearn to accomplish greater feats, and some, seeking something new they can contribute to their infestations, turn their minds to gaining and utilizing knowledge. Painfully aware of how limited their time is, these scholarly ratters blaze through texts and tomes, desperate to discover some lost lore such as the secret to attaining immortality, or to find an adventure that will be sung of in taverns across the world — anything that will keep their memory alive throughout the eons." + ] + }, + { + "type": "entries", + "name": "Family Matters", + "entries": [ + "Ratters understand just how little time they have with their family members, so they cherish these bonds deeply while they can. Mother ratters tend to give birth to several litters per year, each litter containing six to ten pups, causing ratter infestations to expand rapidly. Quick to form attachments, ratters tend to consider the rats, mice, and other rodents of the sewers to be family, too, often treating them as siblings or beloved pets. Whether this behavior is due to similarity of appearance or of circumstance is unknown, but the attachments formed are fierce, and ratters even develop ways to communicate with their smaller, subterranean fellows.", + "Unfortunately, the ratters' high birth rates, huge families, and fast metabolisms can quickly combine to cause food shortages within an infestation, eventually forcing the family to the point of desperation. Ratters' terrible hunger, when left unsatisfied for extended periods, begins to drive them mad, until they must either leave the infestation on a blind and perilous search for food, or begin feeding upon each other. Most ratters that survive to reach adulthood bear numerous scars, afflictions, and diseases due to the feeding frenzies they've battled through down in the sewers. Even this violent cycle of starvation and madness cannot break a loyal ratter's family bonds, however. After a frenzy has abated, the remaining members of the infestation quickly make amends, their devotion running deep enough to survive the carnage." + ] + }, + { + "type": "entries", + "name": "Ratter Adventurers", + "entries": [ + "Most often, a ratter becomes an adventurer after their hunger drives them from their infestation, and once their faculties return, they find themself completely lost in a place they don't recognize. Occasionally, a ratter infestation will be discovered and routed by the authorities of the city that lies atop the infestation's sewer dens, causing much of the family to become separated or slain. And once in a great while, a ratter may be so grievously wounded during a feeding frenzy that their familial bonds snap, causing them to leave the infestation of their own accord.", + "Ratters hunger for a social group nearly as much as they do for food, and they find it hard to resist the urge to find a replacement for the family they lost. Most often, this is achieved by stumbling onto an adventuring group. Thanks to their capacity for deep familial bonds and their extreme impatience, ratters tend to make themselves into fiercely loyal, if often troublesome, members of these parties.", + "Though their instincts and physical attributes naturally lead many ratters to become rogues, the more scholarly ratters who pursue knowledge tend to follow the path of wizardry. However, it isn't uncommon to find ratter fighters traveling with adventuring groups, their bellicose inclinations and violent experiences having inspired them to master weaponry." + ] + }, + { + "type": "entries", + "name": "Ratter Names", + "entries": [ + { + "type": "entries", + "entries": [ + "Ratters are often named in the Ratter language, which is comprised of clicks, chitters, squeaks, and emphatic full-body movements that indicate tone. Since most creatures find it difficult to recreate the language precisely, and ratters are generally too impatient to teach them, a ratter is often forced to adopt a name that can be more easily pronounced by their companions. creativity, will use an onomatopoeia or verb from the Common language, but with a letter missing. Ratters place no stock in surnames, but when forced to present one, they will often make it an homage to — or parody of — the city of their birth.", + { + "type": "entries", + "name": "Ratter Names", + "entries": [ + "Bit, Burro, Clim, Cratch, Creech, Hitter, Ibble, Iss, Munc, Queak, Runch, Stel, Swip, Tab" + ] + }, + { + "type": "entries", + "name": "Ratter Surnames", + "entries": [ + "Alwayssummer, Baldursdoor, Brassburgh, Darkmade, Deepwater, Helmholder, Homeunder, Lentilkeep, Neverday, Shallowpuddle, Thampvolo, Zarunyan" + ] + } + ] + } + ] + } + ] + }, + "hasFluffImages": true + }, + { + "name": "Saurian", + "source": "UltimateAdventurer", + "page": 25, + "creatureTypes": [ + "humanoid" + ], + "age": { + "mature": 100, + "max": 1000 + }, + "size": [ + "M" + ], + "speed": 30, + "traitTags": [ + "Language Proficiency", + "Skill Proficiency", + "Powerful Build" + ], + "languageProficiencies": [ + { + "common": true, + "draconic": true + } + ], + "skillProficiencies": [ + { + "history": true + } + ], + "entries": [ + { + "type": "entries", + "entries": [ + "Your saurian shares an inheritance of traits and abilities with other saurians, passed down by your ancestors since time immemorial." + ] + }, + { + "type": "entries", + "name": "Age", + "entries": [ + "Saurians mature slower than humans do, reaching maturity at the age of 100, and can live up to a thousand years." + ] + }, + { + "type": "entries", + "name": "Alignment", + "entries": [ + "Saurians are creatures of habit and custom and are almost always lawful. Saurians have an even temperament and a dislike for trouble, making them disinclined toward good or evil." + ] + }, + { + "type": "entries", + "name": "Size", + "entries": [ + "Saurians are between 6 to 8 feet tall and weigh between 350 and 450 lbs. A saurian's size varies by subrace with Pteradas being the smallest and lightest, Plesios being the tallest, and Ankylos being the heaviest. Your size is Medium." + ] + }, + { + "type": "entries", + "name": "Speed", + "entries": [ + "Your base walking speed is 30 feet." + ] + }, + { + "type": "entries", + "name": "Intimidating Size", + "entries": [ + "You have advantage on Charisma ({@skill Intimidation}) checks made against creatures of your size and smaller." + ] + }, + { + "type": "entries", + "name": "Long Memory", + "entries": [ + "You have proficiency in the {@skill History} skill." + ] + }, + { + "type": "entries", + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ] + }, + { + "type": "entries", + "name": "Languages", + "entries": [ + "You can speak, read, and write {@language Common} and {@language Draconic}. The saurian dialect of Draconic is obvious to other speakers of the language and unless you learn Draconic again from another source, your speech in Draconic will always be notable for its saurian idiosyncrasies." + ] + } + ], + "fluff": { + "entries": [ + { + "type": "quote", + "entries": [ + "Did not learned men, too, hold, till within the last twenty-five years, that a flying dragon was an impossible monster? And do we not now know that there are hundreds of them found fossil up and down the world? People call them Pterodactyles: but that is only because they are ashamed to call them flying dragons, after denying so long that flying dragons could exist." + ], + "by": "Charles Kingsley", + "from": "The Water Babies" + }, + "Like their behemoth kin, the saurians are relics of an ancient time and unknown to nearly all inhabitants of the worlds of {@i D&D}. As a people, saurians struggle to uphold time honored traditions while they maintain the ruins of their once opulent city states. Individually, each saurian must decide for themselves if they will maintain their culture in its long decline or leave their ancestral home to find a new life.", + { + "type": "entries", + "name": "Kin to Behemoths", + "entries": [ + "Saurians tower over other humanoid races. The size of the saurian race is proof, saurians say, of their mandate of rulership over the younger races and their connection to the primordial origins of the world. When their foot falls shake the earth and echo off the hills, even the skeptical are inclined to give their point consideration. Their appearance is further evidence of their ancient and titanic origins. All saurians resemble the behemoths commonly believed by scholars to have ruled the world in prehistoric times. Different saurian subraces resemble different species of behemoths but all are covered with a scaled or feathered hide, possess large black eyes, and have a tail." + ] + }, + { + "type": "entries", + "name": "The End of an Era", + "entries": [ + "The reign of the saurians was long but so far in the distant past that none but their own scholars even recall the details of it. In the modern age, saurians remain in ancient, gilded cities deep in the forgotten places of the world. Hidden away in these lands lost to time, saurians remain committed to the culture and traditions of their ancestors. Even as their numbers grow fewer with each passing decade, saurians still look to the past rather than embrace the future.", + "In that bygone age, the saurian people ruled sprawling empires from capitols littered with gold and precious gems, enlightened by the doctrine of their religious philosophy, and pioneered a great number of the mundane and mystical arts practiced today. At least, that's what the saurians claim. With their numbers shrinking since before recorded time, some saurians embrace a fatalistic stance that their race was born dying." + ] + }, + { + "type": "entries", + "name": "Breaking With Tradition", + "entries": [ + "Saurians are an isolationist and monocultural people and have been for the length of recorded history. When a saurian becomes an adventurer, they leave the highly structured society they come from and embrace a world of dizzying freedom. A saurian might take this dramatic leap because they reject the caste they've been born into, they've committed a great crime, or they're the last survivor of a once great city-state. Whatever the reason, saurians typically know little of the customs of other people and often struggle to adopt new ways of thinking.", + "Saurians serve adventuring parties well as historians. Saurians are long lived as individuals and, collectively, look to the past for answers to present challenges. A saurian might recall the details of how a great force of evil was contained or defeated long ago, or remember the solution to an ancient riddle." + ] + }, + { + "type": "entries", + "name": "Saurian Names", + "entries": [ + { + "type": "entries", + "entries": [ + "Every saurian is given a personal name at birth. In adolescence the saurian is taught the personal names of all of its ancestors and these form the saurian's extended name. Saurians traditionally greet others by announcing their personal name and as much of their extended name as they can remember. Between saurians it is considered rude to list a longer extended name than someone older or in a higher social status.", + { + "type": "entries", + "name": "Ankylos Names", + "entries": [ + "Bhatha, Bhima, Charma, Gada, Gadadhar, Khethah, Laguda, Sainya" + ] + }, + { + "type": "entries", + "name": "Deinony Surnames", + "entries": [ + "Babila, Javana, Pathika, Rajaduta, Rewa, Turanya, Vanik, Yathu" + ] + }, + { + "type": "entries", + "name": "Plesios Surnames", + "entries": [ + "Aayaata, Annapurna, Karshakka, Maalaakaara, Ogha, Puura, Riddhi, Samudra" + ] + }, + { + "type": "entries", + "name": "Pteradas Surnames", + "entries": [ + "Aakaash, Aksha, Daksha, Pataga, Silpa, Vihaga, Yantram, Yukti" + ] + }, + { + "type": "entries", + "name": "Sarchos Surnames", + "entries": [ + "Dawati, Hantaram, Makara, Nakra Raja, Peck, Tanupa, Udadhi, Urmi" + ] + }, + { + "type": "entries", + "name": "Triceras Surnames", + "entries": [ + "Acharya, Agamya, Aparavid, Chanaakya, Gyana, Itihaasa, Katha, Vidvat" + ] + }, + { + "type": "entries", + "name": "Tyrannos Surnames", + "entries": [ + "Abhiraj, Adhip, Bhayan, Mahesh, Mahiipat, Rajaan, Upadravin, Virochan" + ] + } + ] + } + ] + }, + { + "type": "entries", + "name": "Subrace", + "entries": [ + "Saurian society is divided into castes primarily determined by a saurian's subraces. Ankylos are expected to become a member of the military or city guard. Deinony serve their people as ambassadors and traveling merchants. Plesios are depended on as farmers and explorers of saurian society. Pteradas are known for their creativity and expertise as artisans. Sarchos are found almost exclusively in coastal cities and often make up whatever naval forces a saurian citystate has. Triceras are encouraged to become scholars and bureaucrats. Tyrannos are the leaders of saurian society, as likely to be feared as they are admired." + ] + } + ] + }, + "hasFluffImages": true + } + ], + "subrace": [ + { + "name": "Mote of Might; Anima of Reason", + "source": "UltimateAdventurer", + "raceName": "Kilnkin", + "raceSource": "UltimateAdventurer", + "page": 16, + "size":[ + "M" + ], + "ability": [ + { + "str": 1, + "int": 1, + "choose": { + "from": [ + "str", + "int" + ], + "count": 1 + } + } + ], + "traitTags": [ + "Powerful Build", + "Skill Proficiency" + ], + "skillProficiencies":[ + { + "any": 2 + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Mote of Might", + "entries": [ + "Your body is made of a rust colored clay. According to kilnkin custom, this mote indicates you could best serve society as a warrior or hunter." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Strength score increases by 1." + ] + }, + { + "type": "entries", + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ] + }, + { + "type": "entries", + "name": "Exceeding Strength", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Strength score increases by 4 to a maximum score of 22 for the next minute." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Anima of Reason", + "entries": [ + "You are animated by the golden fire of reason. According to kilnkin custom, this anima indicates you could best serve society as an educator or innovator." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Intelligence score increases by 1." + ] + }, + { + "type": "entries", + "name": "Bonus Proficiencies", + "entries": [ + "You have proficiency in any two skills of your choice." + ] + }, + { + "type": "entries", + "name": "Exceeding Intelligence", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Intelligence score increases by 4 to a maximum score of 22 for the next minute." + ] + } + ] + }, + { + "name": "Mote of Might; Anima of Acuity", + "source": "UltimateAdventurer", + "raceName": "Kilnkin", + "raceSource": "UltimateAdventurer", + "page": 16, + "size":[ + "M" + ], + "ability": [ + { + "str": 1, + "wis": 1, + "choose": { + "from": [ + "str", + "wis" + ], + "count": 1 + } + } + ], + "traitTags": [ + "Powerful Build" + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Mote of Might", + "entries": [ + "Your body is made of a rust colored clay. According to kilnkin custom, this mote indicates you could best serve society as a warrior or hunter." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Strength score increases by 1." + ] + }, + { + "type": "entries", + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ] + }, + { + "type": "entries", + "name": "Exceeding Strength", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Strength score increases by 4 to a maximum score of 22 for the next minute." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Anima of Acuity", + "entries": [ + "You are animated by the silver fire of acuity. According to kilnkin custom, this anima indicates you would best serve society as a mediator or historian." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Wisdom score increases by 1." + ] + }, + { + "type": "entries", + "name": "Flash of Intuition", + "entries": [ + "When you make an ability check you can use your reaction to spark a flash of intuition, giving you advantage on the ability check. Once you use this trait, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." + ] + }, + { + "type": "entries", + "name": "Exceeding Wisdom", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Wisdom score increases by 4 to a maximum score of 22 for the next minute." + ] + } + ] + }, + { + "name": "Mote of Might; Anima of Charm", + "source": "UltimateAdventurer", + "raceName": "Kilnkin", + "raceSource": "UltimateAdventurer", + "page": 16, + "size":[ + "M" + ], + "ability": [ + { + "str": 1, + "cha": 1, + "choose": { + "from": [ + "str", + "cha" + ], + "count": 1 + } + } + ], + "traitTags": [ + "Powerful Build", + "Language Proficiency" + ], + "languageProficiencies":[ + { + "any": 3 + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Mote of Might", + "entries": [ + "Your body is made of a rust colored clay. According to kilnkin custom, this mote indicates you could best serve society as a warrior or hunter." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Strength score increases by 1." + ] + }, + { + "type": "entries", + "name": "Powerful Build", + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift." + ] + }, + { + "type": "entries", + "name": "Exceeding Strength", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Strength score increases by 4 to a maximum score of 22 for the next minute." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Anima of Charm", + "entries": [ + "You are animated by the copper fire of charm. Your duty to kilnkin society is to serve as an ambassador or community leader. According to kilnkin custom, this anima indicates you would best serve society as an ambassador or community leader." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Charisma score increases by 1." + ] + }, + { + "type": "entries", + "name": "Bonus Languages", + "entries": [ + "Choose any three languages. You can read, write, and speak those languages." + ] + }, + { + "type": "entries", + "name": "Exceeding Charisma", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Charisma score increases by 4 to a maximum score of 22 for the next minute." + ] + } + ] + }, + { + "name": "Mote of Finesse; Anima of Reason", + "source": "UltimateAdventurer", + "raceName": "Kilnkin", + "raceSource": "UltimateAdventurer", + "page": 17, + "size":[ + "M" + ], + "ability": [ + { + "dex": 1, + "int": 1, + "choose": { + "from": [ + "dex", + "int" + ], + "count": 1 + } + } + ], + "speed": 35, + "traitTags": [ + "Skill Proficiency" + ], + "skillProficiencies":[ + { + "any": 2 + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Mote of Finesse", + "entries": [ + "Your body is made of a dusty blue clay. According to kilnkin custom, this mote indicates you could best serve society as an artisan or scribe." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Dexterity score increases by 1." + ] + }, + { + "type": "entries", + "name": "Fleet of Foot", + "entries": [ + "base walking speed increases to 35 feet." + ] + }, + { + "type": "entries", + "name": "Exceeding Dexterity", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Dexterity score increases by 4 to a maximum score of 22 for the next minute." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Anima of Reason", + "entries": [ + "You are animated by the golden fire of reason. According to kilnkin custom, this anima indicates you could best serve society as an educator or innovator." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Intelligence score increases by 1." + ] + }, + { + "type": "entries", + "name": "Bonus Proficiencies", + "entries": [ + "You have proficiency in any two skills of your choice." + ] + }, + { + "type": "entries", + "name": "Exceeding Intelligence", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Intelligence score increases by 4 to a maximum score of 22 for the next minute." + ] + } + ] + }, + { + "name": "Mote of Finesse; Anima of Acuity", + "source": "UltimateAdventurer", + "raceName": "Kilnkin", + "raceSource": "UltimateAdventurer", + "page": 17, + "size":[ + "M" + ], + "ability": [ + { + "dex": 1, + "wis": 1, + "choose": { + "from": [ + "dex", + "wis" + ], + "count": 1 + } + } + ], + "speed": 35, + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Mote of Finesse", + "entries": [ + "Your body is made of a dusty blue clay. According to kilnkin custom, this mote indicates you could best serve society as an artisan or scribe." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Dexterity score increases by 1." + ] + }, + { + "type": "entries", + "name": "Fleet of Foot", + "entries": [ + "base walking speed increases to 35 feet." + ] + }, + { + "type": "entries", + "name": "Exceeding Dexterity", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Dexterity score increases by 4 to a maximum score of 22 for the next minute." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Anima of Acuity", + "entries": [ + "You are animated by the silver fire of acuity. According to kilnkin custom, this anima indicates you would best serve society as a mediator or historian." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Wisdom score increases by 1." + ] + }, + { + "type": "entries", + "name": "Flash of Intuition", + "entries": [ + "When you make an ability check you can use your reaction to spark a flash of intuition, giving you advantage on the ability check. Once you use this trait, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." + ] + }, + { + "type": "entries", + "name": "Exceeding Wisdom", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Wisdom score increases by 4 to a maximum score of 22 for the next minute." + ] + } + ] + }, + { + "name": "Mote of Finesse; Anima of Charm", + "source": "UltimateAdventurer", + "raceName": "Kilnkin", + "raceSource": "UltimateAdventurer", + "page": 17, + "size":[ + "M" + ], + "ability": [ + { + "dex": 1, + "cha": 1, + "choose": { + "from": [ + "dex", + "cha" + ], + "count": 1 + } + } + ], + "speed": 35, + "traitTags": [ + "Language Proficiency" + ], + "languageProficiencies":[ + { + "any": 3 + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Mote of Finesse", + "entries": [ + "Your body is made of a dusty blue clay. According to kilnkin custom, this mote indicates you could best serve society as an artisan or scribe." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Dexterity score increases by 1." + ] + }, + { + "type": "entries", + "name": "Fleet of Foot", + "entries": [ + "base walking speed increases to 35 feet." + ] + }, + { + "type": "entries", + "name": "Exceeding Dexterity", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Dexterity score increases by 4 to a maximum score of 22 for the next minute." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Anima of Charm", + "entries": [ + "You are animated by the copper fire of charm. Your duty to kilnkin society is to serve as an ambassador or community leader. According to kilnkin custom, this anima indicates you would best serve society as an ambassador or community leader." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Charisma score increases by 1." + ] + }, + { + "type": "entries", + "name": "Bonus Languages", + "entries": [ + "Choose any three languages. You can read, write, and speak those languages." + ] + }, + { + "type": "entries", + "name": "Exceeding Charisma", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Charisma score increases by 4 to a maximum score of 22 for the next minute." + ] + } + ] + }, + { + "name": "Mote of Vigor; Anima of Reason", + "source": "UltimateAdventurer", + "raceName": "Kilnkin", + "raceSource": "UltimateAdventurer", + "page": 17, + "size":[ + "M" + ], + "ability": [ + { + "con": 1, + "int": 1, + "choose": { + "from": [ + "con", + "int" + ], + "count": 1 + } + } + ], + "traitTags": [ + "Skill Proficiency" + ], + "skillProficiencies":[ + { + "any": 2 + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Mote of Vigor", + "entries": [ + "Your body is made of a dull yellow clay. According to kilnkin custom, this mote indicates you could best serve society as a laborer." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Constitution score increases by 1." + ] + }, + { + "type": "entries", + "name": "Kilnkin Toughness", + "entries": [ + "Your hit point maximum increases by 1, and it increases by 1 every time you gain a level." + ] + }, + { + "type": "entries", + "name": "Exceeding Constitution", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Constitution score increases by 4 to a maximum score of 22 for the next minute." + ] + }, + { + "type": "inset", + "name": "Exceeding Constitution Explained", + "entries": [ + "When your Constitution is temporarily increased by your Exceeding Constitution, your hit point maximum increases by an amount equal to your level times the increase to your Constitution modifier caused by the increase to your Constitution score, and you gain a number of {@quickref temporary hit points|PHB|3|0} equal to twice your level. You lose all temporary hit points gained this way after 1 minute." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Anima of Reason", + "entries": [ + "You are animated by the golden fire of reason. According to kilnkin custom, this anima indicates you could best serve society as an educator or innovator." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Intelligence score increases by 1." + ] + }, + { + "type": "entries", + "name": "Bonus Proficiencies", + "entries": [ + "You have proficiency in any two skills of your choice." + ] + }, + { + "type": "entries", + "name": "Exceeding Intelligence", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Intelligence score increases by 4 to a maximum score of 22 for the next minute." + ] + } + ] + }, + { + "name": "Mote of Vigor; Anima of Acuity", + "source": "UltimateAdventurer", + "raceName": "Kilnkin", + "raceSource": "UltimateAdventurer", + "page": 17, + "size":[ + "M" + ], + "ability": [ + { + "con": 1, + "wis": 1, + "choose": { + "from": [ + "con", + "wis" + ], + "count": 1 + } + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Mote of Vigor", + "entries": [ + "Your body is made of a dull yellow clay. According to kilnkin custom, this mote indicates you could best serve society as a laborer." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Constitution score increases by 1." + ] + }, + { + "type": "entries", + "name": "Kilnkin Toughness", + "entries": [ + "Your hit point maximum increases by 1, and it increases by 1 every time you gain a level." + ] + }, + { + "type": "entries", + "name": "Exceeding Constitution", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Constitution score increases by 4 to a maximum score of 22 for the next minute." + ] + }, + { + "type": "inset", + "name": "Exceeding Constitution Explained", + "entries": [ + "When your Constitution is temporarily increased by your Exceeding Constitution, your hit point maximum increases by an amount equal to your level times the increase to your Constitution modifier caused by the increase to your Constitution score, and you gain a number of {@quickref temporary hit points|PHB|3|0} equal to twice your level. You lose all temporary hit points gained this way after 1 minute." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Anima of Acuity", + "entries": [ + "You are animated by the silver fire of acuity. According to kilnkin custom, this anima indicates you would best serve society as a mediator or historian." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Wisdom score increases by 1." + ] + }, + { + "type": "entries", + "name": "Flash of Intuition", + "entries": [ + "When you make an ability check you can use your reaction to spark a flash of intuition, giving you advantage on the ability check. Once you use this trait, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." + ] + }, + { + "type": "entries", + "name": "Exceeding Wisdom", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Wisdom score increases by 4 to a maximum score of 22 for the next minute." + ] + } + ] + }, + { + "name": "Mote of Vigor; Anima of Charm", + "source": "UltimateAdventurer", + "raceName": "Kilnkin", + "raceSource": "UltimateAdventurer", + "page": 17, + "size":[ + "M" + ], + "ability": [ + { + "con": 1, + "cha": 1, + "choose": { + "from": [ + "con", + "cha" + ], + "count": 1 + } + } + ], + "traitTags": [ + "Language Proficiency" + ], + "languageProficiencies":[ + { + "any": 3 + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Mote of Vigor", + "entries": [ + "Your body is made of a dull yellow clay. According to kilnkin custom, this mote indicates you could best serve society as a laborer." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Constitution score increases by 1." + ] + }, + { + "type": "entries", + "name": "Kilnkin Toughness", + "entries": [ + "Your hit point maximum increases by 1, and it increases by 1 every time you gain a level." + ] + }, + { + "type": "entries", + "name": "Exceeding Constitution", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Constitution score increases by 4 to a maximum score of 22 for the next minute." + ] + }, + { + "type": "inset", + "name": "Exceeding Constitution Explained", + "entries": [ + "When your Constitution is temporarily increased by your Exceeding Constitution, your hit point maximum increases by an amount equal to your level times the increase to your Constitution modifier caused by the increase to your Constitution score, and you gain a number of {@quickref temporary hit points|PHB|3|0} equal to twice your level. You lose all temporary hit points gained this way after 1 minute." + ] + }, + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Anima of Charm", + "entries": [ + "You are animated by the copper fire of charm. Your duty to kilnkin society is to serve as an ambassador or community leader. According to kilnkin custom, this anima indicates you would best serve society as an ambassador or community leader." + ] + } + ] + }, + { + "type": "entries", + "name": "Ability Score Increase", + "entries": [ + "Your Charisma score increases by 1." + ] + }, + { + "type": "entries", + "name": "Bonus Languages", + "entries": [ + "Choose any three languages. You can read, write, and speak those languages." + ] + }, + { + "type": "entries", + "name": "Exceeding Charisma", + "entries": [ + "When you use your Exceed Mortal Limits trait, your Charisma score increases by 4 to a maximum score of 22 for the next minute." + ] + } + ] + }, + { + "name": "Adjudicate", + "source": "UltimateAdventurer", + "raceName": "Oculus", + "raceSource": "UltimateAdventurer", + "page": 21, + "ability": [ + { + "wis": 1 + } + ], + "traitTags": [ + "Skill Proficiency", + "Tool Proficiency" + ], + "skillProficiencies":[ + { + "insight": true + } + ], + "toolProficiencies":[ + { + "choose": { + "from": [ + "mason's tools", + "tinker's tools" + ], + "count": 1 + } + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Oculus Adjudicate", + "entries": [ + "An oculus adjudicate is the type of oculus most friendly or neutral visitors will meet upon discovering a watch. They are the builders and primary decision-makers of oculus society. They are the most common type of oculus for the purposes of construction and diplomacy. Oculus adjudicates tend to be taller and spindlier than the other oculus forms." + ] + } + ] + }, + { + "type": "entries", + "name": "Evolutionary Builder", + "entries": [ + "You have proficiency with your choice of {@item mason's tools|PHB} or {@item tinker's tools|PHB}." + ] + }, + { + "type": "entries", + "name": "Judging Eye", + "entries": [ + "You are proficient in the {@skill Insight} skill. You add double your proficiency bonus to Wisdom ({@skill Insight}) checks you make to determine if a creature is lying." + ] + } + ] + }, + { + "name": "Inquisitive", + "source": "UltimateAdventurer", + "raceName": "Oculus", + "raceSource": "UltimateAdventurer", + "page": 21, + "ability": [ + { + "cha": 1 + } + ], + "traitTags": [ + "Skill Proficiency", + "Tool Proficiency" + ], + "skillProficiencies":[ + { + "investigation": true + } + ], + "toolProficiencies":[ + { + "choose": { + "from": [ + "calligrapher's supplies", + "navigator's tools" + ], + "count": 1 + } + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Oculus Inquisitive", + "entries": [ + "An oculus inquisitive's primary role is to venture to the world outside the watch, discovering uninhabited cave systems to which a watch can expand, checking for outside threats, and keeping peace with neighboring societies. Most cultures consider oculus inquisitives to be the primary form of oculi since they are the form most commonly seen on the surface world. Oculus inquisitives tend to be smaller in stature than the other evolutionary forms, but are well built for travelling long distances." + ] + } + ] + }, + { + "type": "entries", + "name": "Evolutionary Explorer.", + "entries": [ + "You have proficiency with your choice of {@item calligrapher's supplies|PHB} or {@item navigator's tools|PHB}." + ] + }, + { + "type": "entries", + "name": "Inquisitive Eye", + "entries": [ + "You are proficient in the {@skill Investigation} skill. You add double your proficiency bonus to Intelligence ({@skill Investigation}) checks you make to find traps and secret passages." + ] + } + ] + }, + { + "name": "Vigilant", + "source": "UltimateAdventurer", + "raceName": "Oculus", + "raceSource": "UltimateAdventurer", + "page": 21, + "ability": [ + { + "str": 1 + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Oculus Vigilant", + "entries": [ + "The oculus vigilant's duty is the protection of the watch. They tend to be found most commonly standing guard at the defensible locations and parapets oculi build when carving into a cave system, and as such are rarely seen outside a watch. Unlike the other oculus forms, oculus vigilants are large and bulky creatures with a thick membrane that hardens into plates as the oculus ages. This gives the oculus vigilant the appearance of wearing armor, especially near the end of its natural lifespan. These plates, however, are not stuck in place, and the oculus vigilant can move them at will in order to feed and position its pupil." + ] + } + ] + }, + { + "type": "entries", + "name": "Evolutionary Warrior", + "entries": [ + "Your hit point maximum increases by 1, and increases by 1 again whenever you gain a level." + ] + } + ] + }, + { + "name": "Ankylos", + "source": "UltimateAdventurer", + "raceName": "Saurian", + "raceSource": "UltimateAdventurer", + "page": 26, + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "speed": 25, + "traitTags": [ + "Natural Weapon", + "Natural Armor" + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Ankylos", + "entries": [ + "By tradition, the ankylos are the military caste of saurian society. Ankylos are introduced to fighting in small groups as a competitive team sport for the entertainment of other saurians. As ankylos age, they take on roles in the city guard, in militaries, or as bodyguards and warriors.", + "These combat roles well suit the ankylos, who are the heaviest among saurian kind and possess both natural weapons and defense. Along their back the ankylos have contiguous bone plates that create a shell and their tail ends in a club formed from a dense nodule of the same bone plates." + ] + } + ] + }, + { + "type": "entries", + "name": "Club Tail", + "entries": [ + "You have a club tail which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to {@damage 1d6} + your Strength modifier, instead of the damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Heavy", + "entries": [ + "You have advantage on saving throws against being moved and knocked {@condition prone}." + ] + }, + { + "type": "entries", + "name": "Natural Armor", + "entries": [ + "You have a bone plated back you can use to intercept attacks when you have no better shield on hand. While you aren't using a shield, you gain a +1 bonus to your AC." + ] + }, + { + "type": "entries", + "name": "Slow", + "entries": [ + "Your base movement speed decreases to 25 feet." + ] + } + ] + }, + { + "name": "Deinony", + "source": "UltimateAdventurer", + "raceName": "Saurian", + "raceSource": "UltimateAdventurer", + "page": 27, + "ability": [ + { + "str": 1, + "dex": 1, + "cha": 1 + } + ], + "traitTags": [ + "Natural Weapon" + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Deinony", + "entries": [ + "With their heightened speed and relatively smaller frame, the deinony serve saurian society as ambassadors, merchants, and rangers. In ancient eras the deinony would travel from one saurian city-state to another delivering their ruler's lists of demands, requests, or peace offerings. It has been centuries since two great saurian city-states have been close enough for such a relationship so deinony today serve as the primary face of saurian society to the outside world, if the outside world knows of saurians at all.", + "To the unfamiliar eye, a deinony might look like a particularly feral lizardfolk. To those who are familiar with both races the deinony's size, protruding nose, and dagger-sized talons on their feet make the two impossible to confuse." + ] + } + ] + }, + { + "type": "entries", + "name": "Clawed Toe", + "entries": [ + "You have dagger-like claws at the end of your feet that you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Clever", + "entries": [ + "You have a natural talent for providing openings and advantages for others. On your turn, you can use a bonus action to take the {@action Help} action. Once you use this trait, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." + ] + }, + { + "type": "entries", + "name": "Raptor Agility", + "entries": [ + "Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns." + ] + } + ] + }, + { + "name": "Plesios", + "source": "UltimateAdventurer", + "raceName": "Saurian", + "raceSource": "UltimateAdventurer", + "page": 27, + "ability": [ + { + "str": 2, + "wis": 1 + } + ], + "speed": { + "walk": 30, + "swim": 30 + }, + "darkvision": 60, + "traitTags": [ + "Amphibious" + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Plesios", + "entries": [ + "Plesios form the bulk of the agricultural caste of saurian society. Plesios are naturally gifted at tending the land and the sea and are taught horticulture and herbalism at a young age. Many plesios become farmers but some rare few serve their communities as druids or rangers instead.", + "Plesios are the tallest of the saurian owing in no small part to their sizeable neck. Plesios stand nearly 8 feet tall on average with their neck comprising about 2 feet of that height. Despite lacking any external gills, plesios are equally at home above and below water. Their skin produces an oily sheen when they remain out of water for extended periods of time." + ] + } + ] + }, + { + "type": "entries", + "name": "Darkvision", + "entries": [ + "Accustomed to darkened waters, 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 {@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 darkness, only shades of gray." + ] + }, + { + "type": "entries", + "name": "Aquatic", + "entries": [ + "You have a swimming speed equal to your base walking speed and you can breathe air and water." + ] + }, + { + "type": "entries", + "name": "Catch of the Day", + "entries": [ + "When you are near a body of water you can spend 10 minutes fishing. You catch 10 fish which function identically to the berries created by the spell, {@spell goodberry}. Once you use this trait, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + } + ] + }, + { + "name": "Pteradas", + "source": "UltimateAdventurer", + "raceName": "Saurian", + "raceSource": "UltimateAdventurer", + "page": 27, + "ability": [ + { + "str": 1, + "dex": 2 + } + ], + "speed": { + "walk": 30, + "fly": 30 + }, + "traitTags": [ + "Tool Proficiency" + ], + "toolProficiencies": [ + { + "any": 1 + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Pteradas", + "entries": [ + "In saurian society, pteradas make up the artisan caste. In a culture that changes as slowly as saurian society does, pteradas are given a limited freedom to innovate and experiment with new forms of art and thinking. In practical roles, pteradas become artists, philosophers, and inventors.", + "Physically the pteradas are the smallest and lightest of all saurians. Their relatively spry stature allows them to use their wings, a membrane between the bottom of their palms and their top of their hips, to fly. Their heads are long and angular, due to their pronounced beaks." + ] + } + ] + }, + { + "type": "entries", + "name": "Flight", + "entries": [ + "You have a {@quickref Flying Movement|PHB|3|0|flying speed} of 30 feet. You can't fly using this trait if you are carrying more than half your total carrying capacity. While flying in this way you cannot make attack rolls, cast spells, or maintain {@condition concentration} on spells you had previously cast." + ] + }, + { + "type": "entries", + "name": "Tool Proficiency", + "entries": [ + "You have proficiency with one {@filter tool kit|items|source=|type=tools|category=} of your choice." + ] + } + ] + }, + { + "name": "Sarchos", + "source": "UltimateAdventurer", + "raceName": "Saurian", + "raceSource": "UltimateAdventurer", + "page": 28, + "ability": [ + { + "str": 2, + "con": 1 + } + ], + "speed": { + "walk": 25, + "swim": 30 + }, + "traitTags": [ + "Natural Weapon" + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Sarchos", + "entries": [ + "Sarchos occupy a precarious position in saurian society. It's an accepted fact that sarchos were one of the youngest of the saurian races and their unique gifts leave them ill-suited for landlocked settlements. While historically the sarchos made up the bulk of saurian city-state's navies, today few such city-states exist and those that do are hard pressed to muster enough members to call it a “navy.” As a result, sarchos are largely forgotten by other saurians or sometimes even viewed as suspicious outsiders. In the rare saurian city-states that have long and proud naval traditions, the sarchos are still accepted as members of society, but often take roles that keep them at sea.", + "Sarchos have long snouts, a thick scaled hide, short powerful legs, and long tails. While their gait on land could be described as awkward, they swim with the grace of a sea serpent, using their tails to propel themselves forward. Sarchos are sometimes mistaken for large crocodiles by humanoids unfamiliar with saurians." + ] + } + ] + }, + { + "type": "entries", + "name": "At Home in Water", + "entries": [ + "Your base movement speed decreases to 25 feet, but you have a swimming speed of 30 feet." + ] + }, + { + "type": "entries", + "name": "Hold Breath", + "entries": [ + "You can hold your breath for up to your Constitution modifier in hours (minimum 1)." + ] + }, + { + "type": "entries", + "name": "Powerful Jaws", + "entries": [ + "Sarchos have powerful jaws they can use to grapple and control enemies with in combat. When you make a {@action grapple} attempt, you can use your mouth instead of a free hand. If you do, and you successfully grapple a creature, that creature takes piercing damage equal to your Strength modifier (minimum 1)." + ] + }, + { + "type": "entries", + "name": "Scaley Hide", + "entries": [ + "Whenever you finish a {@quickref resting|phb|2|0|short or long rest}, you gain {@quickref temporary hit points|PHB|3|0} equal to your Constitution modifier (minimum 1)." + ] + } + ] + }, + { + "name": "Triceras", + "source": "UltimateAdventurer", + "raceName": "Saurian", + "raceSource": "UltimateAdventurer", + "page": 28, + "ability": [ + { + "str": 2, + "int": 2 + } + ], + "traitTags": [ + "Natural Weapon" + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Triceras", + "entries": [ + "Triceras are regarded as gifted scribes and ritualists and make up the majority of the scholar caste in saurian society. As such, triceras are called on to remember the customs and traditions of the past as well as interpret and implement the application of historical laws. Triceras fulfill their function as members of the scholar caste by serving as judges, priests, and lorekeepers.", + "The most striking physical characteristic of the triceras is their forehead which forms an elevated ridge that separates the front of their skull from the back. Three horns protrude from the front facing side of that ridge. A short central horn sits directly above the triceras' beak and two longer horns grow above and on either side of the central horn." + ] + } + ] + }, + { + "type": "entries", + "name": "Living Fossil", + "entries": [ + "Your proficiency bonus is doubled when you make Intelligence ({@skill History}) checks." + ] + }, + { + "type": "entries", + "name": "Tricorn Headbutt", + "entries": [ + "You have three horns on your head that you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to {@damage 1d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Ritualist", + "entries": [ + "Choose any {@filter 1st-level spell with the ritual tag|spells|source=|level=1|components & miscellaneous=ritual}. You can cast this spell as a ritual. Intelligence is your spellcasting ability for this spell." + ] + } + ] + }, + { + "name": "Tyrannos", + "source": "UltimateAdventurer", + "raceName": "Saurian", + "raceSource": "UltimateAdventurer", + "page": 28, + "ability": [ + { + "str": 2, + "cha": 1 + } + ], + "traitTags": [ + "Natural Weapon", + "Skill Proficiency" + ], + "skillProficiencies": [ + { + "intimidation": true + } + ], + "entries": [ + { + "type": "section", + "entries": [ + { + "type": "entries", + "name": "Tyrannos", + "entries": [ + "Along with the blood of the mythical Tyrant King, the tyrannos inherit the birthright of leadership and form the ruling caste of saurian society. Historically, the tyrannos proved their worth as rulers by launching extended military campaigns against one another. As the numbers of their subjects dwindled, the efficacy of such campaigns became unsustainable. Traditional tyrannos do little today but rule over the decaying ruins of their once great society while enterprising tyrannos may attempt to start trade with the wider world. Tyrannos are given a wide berth in terms of the functional roles they play in society but most often act as politicians, rulers, and merchants.", + "The tyrannos are easily identified by their large heads, which they claim are a result of their superior intellect and political prowess, as well as their short arms, which everyone else should be careful never to call attention to." + ] + } + ] + }, + { + "type": "entries", + "name": "Carnivorous Bite", + "entries": [ + "You have rows on rows of sharp teeth which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to {@damage 2d4} + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike." + ] + }, + { + "type": "entries", + "name": "Small Arms", + "entries": [ + "You have disadvantage on attack rolls with {@filter heavy weapons|items|source=|type=|property=heavy}." + ] + }, + { + "type": "entries", + "name": "Tyrant King", + "entries": [ + "You have proficiency in the {@skill Intimidation} skill." + ] + }, + { + "type": "entries", + "name": "Terrifying Roar", + "entries": [ + "You can use your action to roar with rage, shocking your inferiors into submission. When you do, all creatures within 30 feet must succeed on a Wisdom saving throw or be {@condition frightened} until the end of your next turn. The DC for this saving throw is equal to 8 + your Charisma modifier + your proficiency bonus. 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"classFeature": "Fight Club feature|Pugilist|UltimateAdventurer|17", + "gainSubclassFeature": true + }, + "Fighting Spirit|Pugilist|UltimateAdventurer|18", + "Ability Score Improvement|Pugilist|UltimateAdventurer|19", + "Peak Physical Condition|Pugilist|UltimateAdventurer|20" + ], + "multiclassing": { + "requirements": { + "str": 13, + "con": 13 + }, + "proficienciesGained": { + "armor": [ + "light" + ], + "weapons": [ + "improvised weapons" + ] + } + }, + "subclassTitle": "Fight Club", + "hasFluff": true + } + ], + "classFeature": [ + { + "name": "Conquered Curse", + "source": "UltimateAdventurer", + "page": 156, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 1, + "entries": [ + "Through unfortunate circumstances, you were stricken with a curse that should have broken you. However, whether by sheer willpower, introspective meditation, or arcane study, you not only overcame the worst of the challenges your curse presented, but learned to harness its power. Choose the curse you conquered: Curse of Animation, Curse of the Armament, Curse of Combustion, Curse of the Created, Curse of Immortality, Curse of Misfortune, Curse of Mummification, Curse of Petrification, or Curse of Somnolence. All conquered curses are detailed at the end of the class.", + "Your curse has become an integral part of you. The {@spell remove curse} spell, as well as any similar effect, has no effect on your curse when it is cast on you. If your curse takes the form of a magical disease, you can't be cured of it by any means.", + "Your choice grants you features at 1st level, and again at 3rd, 5th, 11th, 15th, and 20th level, as well as a list of curse spells (detailed in the Spellcasting class feature).", + { + "type": "entries", + "name": "Ailments", + "entries": [ + "Each curse has ailments caused by its lingering effects. They are inconvenient, and occasionally dangerous, detriments to which you are always subject, and are referred to by features you gain later in this class." + ] + }, + { + "type": "entries", + "name": "Curse Ability & Curse Save DC", + "entries": [ + "Some of your accursed features require your target to make a saving throw to resist the feature's effects. Due to the varying ways that an accursed can overcome their affliction, not all utilize the same ability score to control it. Choose Intelligence, Wisdom, or Charisma as your curse ability.", + "You should choose Intelligence if you scoured the multiverse for secrets that allow you to manage your curse using rituals or minor magical practices, Wisdom if you used introspective meditation techniques to harmonize with your curse and make it a part of you, or Charisma if you conquered your curse through sheer force of will or by bargaining with it.", + "Depending on the curse ability you chose, the saving throw DC of your accursed features is calculated as follows:", + { + "type": "abilityDc", + "name": "Curse", + "attributes": [ + "spellcasting" + ] + } + ] + } + ] + }, + { + "name": "Jinx", + "source": "UltimateAdventurer", + "page": 157, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 1, + "entries": [ + "As an action, you can attempt to bestow a minor curse on a creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw or become subject to your choice of one of the following jinxes until the end of your next turn:", + { + "type": "list", + "items": [ + "The target has disadvantage on the next ability check it makes.", + "The target has disadvantage on the next attack roll it makes against a creature of your choice that you can see." + ] + }, + "If a creature can see you when you use this feature, it knows that you are the source of the jinx. Until the target makes the type of roll associated with the jinx, you can use your action on subsequent turns to maintain the effect, extending the jinx's duration until the end of your next turn. However, the jinx ends once the target makes the associated type of roll, if you are more than 90 feet from the target, or if any of the {@spell dispel magic}, {@spell greater restoration}, or {@spell remove curse} spells is cast on the target." + ] + }, + { + "name": "Malediction Metamorphosis", + "source": "UltimateAdventurer", + "page": 157, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 2, + "entries": [ + "Starting at 2nd level, your curse begins evolving within you, changed by your manipulation of its purpose. You can guide this mutation to compliment your capabilities, or open new avenues of power for yourself.", + "You gain one {@filter malediction metamorphosis|optionalfeatures|feature type=mal} of your choice. Your metamorphosis options are listed at the end of the class's description. When you reach certain accursed levels, you gain additional metamorphoses of your choice, as shown in the Malediction Metamorphoses column of the Accursed table." + ] + }, + { + "name": "Spellcasting", + "source": "UltimateAdventurer", + "page": 157, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 2, + "entries": [ + "At 2nd level, you learn to use your curse's vile magicks to fuel the casting of spells. See {@book Chapter 10|PHB|10} in the Player's Handbook for the general rules of spellcasting.", + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Accursed table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest." + ] + }, + { + "type": "entries", + "name": "Curse Spells", + "entries": [ + "Each Conquered Curse has a list of spells — its curse spells — that you learn when you reach certain levels in this class, as shown in the curse description. These spells are added to the {@filter accursed spell list|spells|class=Accursed (UAH)} for you and are included in the number in the Spells Known column of the Accursed table. You ignore the material component requirement of a curse spell if it has one." + ] + }, + { + "type": "entries", + "name": "Spells Known of 1st Level and Higher", + "entries": [ + "You know the curse spell you gain at 2nd level from your Conquered Curse, and one 1st-level spell of your choice from the {@filter accursed spell list|spells|class=Accursed (UAH)}, for a total of two spells known.", + "The Spells Known column of the Accursed table shows when you learn more spells of your choice from the accursed spell list. Each of these spells must be of a level for which you have spell slots. For example, when you reach 5th level in this class, you learn one new spell of 1st or 2nd level, in addition to the curse spell you gain at 5th level from your Conquered Curse.", + "Additionally, when you gain a level in this class, you can choose one of the {@filter accursed spells|spells|class=Accursed (UAH)} you know — which can be one of your curse spells — and replace it with another spell from the {@filter accursed spell list|spells|class=Accursed (UAH)}, which must also be of a level for which you have spell slots." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Your curse ability is your spellcasting ability for your {@filter accursed spells|spells|class=Accursed (UAH)}, since your ability to cast spells comes from the control you have over your curse's power. You use your curse ability whenever a spell refers to your spellcasting ability. In addition, you use your curse ability modifier when setting the saving throw DC for an accursed spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "spellcasting" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "spellcasting" + ] + } + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "When you gain this feature, choose {@item arcane focus|PHB|arcane foci}, {@item druidic focus|PHB|druidic foci}, or {@item holy symbol|PHB|holy symbols}, depending on how you discovered to channel your curse. You can use the chosen type of implement or a cursed object as a spellcasting focus (found in {@book chapter 5|PHB|5} of the Player's Handbook) for your {@filter accursed spells|spells|class=Accursed (UAH)}." + ] + } + ] + }, + { + "name": "Ailment Control", + "source": "UltimateAdventurer", + "page": 159, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 2, + "entries": [ + "Starting at 2nd level, you can also use your spell slots to exert control over your curse's ailments, either afflicting another creature with one of your ailments or suppressing your ailments' effects on yourself. The duration of the effect depends on the level of the spell slot expended to use it: 1 minute for a 1st-level spell slot, 10 minutes for a 2nd-level, 1 hour for a 3rd-level, 8 hours for a 4th-level, or 24 hours for a spell slot of 5th-level or higher.", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Afflict", + "entries": [ + "As an action, you can expend a spell slot to attempt to afflict a creature within 30 feet that you can see with your choice of one of your curse's ailments. The creature must succeed on a Wisdom saving throw or suffer the chosen ailment for the duration. At the end of each of an afflicted creature's turns, it can repeat the saving throw, ending its affliction on a successful save. A {@spell dispel magic}, {@spell greater restoration}, or {@spell remove curse} spell cast on the target also ends its affliction." + ] + }, + { + "type": "entries", + "name": "Suppress", + "entries": [ + "As a bonus action, you can expend a spell slot and choose any number of your curse's ailments. You ignore the effects of the chosen ailments for the duration." + ] + } + ] + } + ] + }, + { + "name": "Jealous Blight", + "source": "UltimateAdventurer", + "page": 159, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "At 3rd level, your curse begins possessively guarding you from others of its ilk, refusing to share its host. When you touch or attune to a cursed object other than your curse, it doesn't stop being cursed, but the object's curse doesn't affect you." + ] + }, + { + "name": "Jealous Blight Improvement", + "source": "UltimateAdventurer", + "page": 159, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 7, + "entries": [ + "Once you reach 7th level in this class, your curse protects you from a wider range of effects. You are immune to curse effects other than your curse, such as the {@spell hex} and {@spell bestow curse} spells, and your hit point maximum and ability scores can't be reduced against your will." + ] + }, + { + "name": "Jealous Blight Improvement", + "source": "UltimateAdventurer", + "page": 159, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 14, + "entries": [ + "Once you reach 14th level in this class, a magical effect other than your curse can't age you, possess you, put you to sleep, or transform you against your will." + ] + }, + { + "name": "Jealous Blight Improvement", + "source": "UltimateAdventurer", + "page": 159, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 20, + "entries": [ + "Once you reach 20th level in this class, a magical effect other than your curse can't impose disadvantage on any roll you make." + ] + }, + { + "name": "Conquered Curse feature", + "source": "UltimateAdventurer", + "page": 156, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "At 3th level, you gain a feature granted by your Conquered Curse." + ] + }, + { + "name": "Conquered Curse feature", + "source": "UltimateAdventurer", + "page": 156, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 5, + "entries": [ + "At 5th level, you gain a feature granted by your Conquered Curse." + ] + }, + { + "name": "Conquered Curse feature", + "source": "UltimateAdventurer", + "page": 156, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 11, + "entries": [ + "At 11th level, you gain a feature granted by your Conquered Curse." + ] + }, + { + "name": "Conquered Curse feature", + "source": "UltimateAdventurer", + "page": 156, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 15, + "entries": [ + "At 15th level, you gain a feature granted by your Conquered Curse." + ] + }, + { + "name": "Conquered Curse feature", + "source": "UltimateAdventurer", + "page": 156, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 20, + "entries": [ + "At 20th level, you gain a feature granted by your Conquered Curse." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UltimateAdventurer", + "page": 156, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 4, + "entries": [ + "When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UltimateAdventurer", + "page": 156, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 8, + "entries": [ + "When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UltimateAdventurer", + "page": 156, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 12, + "entries": [ + "When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UltimateAdventurer", + "page": 156, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 16, + "entries": [ + "When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UltimateAdventurer", + "page": 156, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 19, + "entries": [ + "When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature." + ] + }, + { + "name": "Malediction Versatility", + "source": "UltimateAdventurer", + "page": 159, + "className": "Accursed", + "classSource": "UltimateAdventurer", + "level": 4, + "entries": [ + "Starting at 4th level, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one of your metamorphoses with a different metamorphosis for which you qualify.", + "If you're 12th level or higher and replacing a metamorphosis causes you to no longer meet another metamorphosis' prerequisites, you must replace that metamorphosis as well. For example, if you choose to replace your {@optfeature Arcane Anathema|UltimateAdventurer} metamorphosis with {@optfeature Enshrouding Imprecation|UltimateAdventurer}, you must also replace the {@optfeature Capacious Anathema|UltimateAdventurer} metamorphosis if you have it because you would no longer meet its prerequisites. Since you chose Enshrouding Imprecation, you can replace Capacious Anathema with any other metamorphosis that doesn't have a prerequisite, or with the {@optfeature Muffling Imprecation|UltimateAdventurer} or {@optfeature Sleighting Imprecation|UltimateAdventurer} metamorphosis because you now meet its prerequisites.", + "You can't use this feature to choose a metamorphosis with an 18th level prerequisite, unless the metamorphosis you are replacing has that prerequisite." + ] + }, + { + "name": "Fisticuffs", + "source": "UltimateAdventurer", + "page": 195, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 1, + "entries": [ + "At 1st level, your years of fighting in back alleys and taverns have given you mastery over combat styles that use unarmed strikes and pugilist weapons, which are {@filter simple melee weapons without the two-handed property|items|source=|type=simple weapon;melee weapon=|property=!two-handed}, {@item whip|PHB|whips}, and improvised weapons. You can't use the finesse property of a weapon while using it as a pugilist weapon.", + "You gain the following benefits while you are unarmed or using only pugilist weapons and you are wearing {@filter light|items|source=|type=light armor=} or no armor and not using a {@item shield|PHB}:", + { + "type": "list", + "items": [ + "You can roll a {@dice d6} in place of the normal damage of your unarmed strike or pugilist weapon. This die changes as you gain pugilist levels, as shown in the Fisticuffs column on the Pugilist table.", + "When you use the {@action Attack} action on your turn and make only unarmed strikes, attacks with pugilist weapons, {@action shove|PHB|shoves}, or {@action grapple|PHB|grapples}, you can use a bonus action to make one grapple or unarmed strike." + ] + } + ] + }, + { + "name": "Iron Chin", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 1, + "entries": [ + "Beginning at 1st level, while you are wearing {@filter light|items|source=|type=light armor=} or no armor and not wielding a {@item shield|phb}, your AC equals 12 + your Constitution modifier." + ] + }, + { + "name": "Moxie", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 2, + "entries": [ + "Starting at 2nd level, your experience laying the beatdown on others has given you a moxie you can channel in the midst of battle. This swagger is represented by a number of moxie points. Your pugilist level determines the maximum number of points you have, as shown in the Moxie Points column of the Pugilist table.", + "You can spend these points to fuel various moxie features. You start knowing three such features: Brace Up, The Old One-Two, and Stick and Move. You learn more moxie features as you gain levels in this class. You regain all expended moxie points when you finish a {@quickref resting|phb|2|0|short or long rest}.", + { + "type": "entries", + "name": "Brace Up", + "entries": [ + "You can use a bonus action and spend 1 moxie point to brace for attacks. You gain a number of {@quickref temporary hit points|PHB|3|0} equal to a roll of your fisticuffs die + your pugilist level + your Constitution modifier. You lose any remaining temporary hit points gained in this way after 1 minute." + ] + }, + { + "type": "entries", + "name": "The Old One-Two", + "entries": [ + "Immediately after you take the {@action Attack} action on your turn, you can spend 1 moxie point to make two unarmed strikes as a bonus action." + ] + }, + { + "type": "entries", + "name": "Stick and Move", + "entries": [ + "You can use a bonus action and expend 1 moxie point to attempt to {@action shove} a creature or take the {@action Dash} action." + ] + } + ] + }, + { + "name": "Street Smart", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 2, + "entries": [ + "Beginning at 2nd level, {@variantrule downtime activity: carousing|DMG|carousing}, shadowboxing, and sparring all count as light activity for the purposes of {@quickref resting|phb|2|0} for you. Additionally, once you have {@variantrule downtime activity: carousing|XGE|caroused} in a settlement for 8 hours or more, you know all public locations in the city as if you were born and raised there and you cannot be lost by nonmagical means while within the city." + ] + }, + { + "name": "Bloodied but Unbowed", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Starting at 3rd level, when you take damage that reduces you to half your maximum hit points or less, you can use your reaction to gain {@quickref temporary hit points|PHB|3|0} equal to three times your pugilist level and regain all your expended moxie points. Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." + ] + }, + { + "name": "Fight Club", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Starting at 3rd level, you choose a fight club that best exemplifies your style: Arena Royale, Bloodhound Bruisers, Dog & Hound, Hand of Dread, Lead Eaters, Paradox Consortium, Piss & Vinegar, Relentless Revenant, Rift Hitter, the Squared Circle, or the Sweet Science, all detailed at the end of the class description. Your fight club grants you features at 3rd level and again at 6th, 11th, and 17th level." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 4, + "entries": [ + "When you reach 4th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Dig Deep", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 4, + "entries": [ + "Beginning at 4th level, you discover a strength inside you that can't be broken. As a bonus action you gain resistance to bludgeoning, piercing, and slashing damage for one minute. At the end of that minute you gain a level of {@condition exhaustion}." + ] + }, + { + "name": "Extra Attack", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 5, + "entries": [ + "Beginning at 5th level, you can attack twice, instead of once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Haymaker", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 5, + "entries": [ + "Starting at 5th level, when you make an attack, you can declare you are swinging a wild haymaker. When you do, you have disadvantage on the attack roll and, if you hit with a {@classFeature Fisticuffs|Pugilist|UltimateAdventurer|1||pugilist weapon} or unarmed strike, you deal the maximum result of your weapon's damage die instead of rolling." + ] + }, + { + "name": "Moxie-Fueled Fists", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 6, + "entries": [ + "Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage." + ] + }, + { + "name": "Fight Club feature", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 6, + "entries": [ + "At 6th level, you gain one feature granted by your Fight Club." + ] + }, + { + "name": "Fancy Footwork", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 7, + "entries": [ + "At 7th level, you gain proficiency in Dexterity saving throws." + ] + }, + { + "name": "Shake it Off", + "source": "UltimateAdventurer", + "page": 197, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 7, + "entries": [ + "Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be {@condition charmed} or {@condition frightened}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 8, + "entries": [ + "When you reach 8th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Down but Not Out", + "source": "UltimateAdventurer", + "page": 197, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 9, + "entries": [ + "Starting at 9th level, when you use your {@classFeature Bloodied but Unbowed|Pugilist|UltimateAdventurer|3} feature, you can choose to also use this feature. If you do, you add your proficiency bonus to the damage of your unarmed strikes and {@classFeature Fisticuffs|Pugilist|UltimateAdventurer|1||pugilist weapons} for the next minute.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "School of Hard Knocks", + "source": "UltimateAdventurer", + "page": 197, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 10, + "entries": [ + "By 10th level, you've graduated top of the class at the school of hard knocks and you took most of them on the head. You have resistance to psychic damage and gain advantage on saving throws against effects that would make you {@condition stunned} or {@condition unconscious}." + ] + }, + { + "name": "Fight Club feature", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 11, + "entries": [ + "At 11th level, you gain a feature granted by your Fight Club." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 12, + "entries": [ + "When you reach 12th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Rabble Rouser", + "source": "UltimateAdventurer", + "page": 197, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 13, + "entries": [ + "Starting at 13th level, word of your exploits travels quickly in cities and other settlements. Once you have taken a {@quickref resting|phb|2|0|long rest} in a settlement during which time you spend at least two hours {@variantrule downtime activity: carousing|DMG|carousing}, you gain advantage on all Charisma ({@skill Persuasion}) and Charisma ({@skill Intimidation}) rolls made against the people who live there." + ] + }, + { + "name": "Unbreakable", + "source": "UltimateAdventurer", + "page": 197, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 14, + "entries": [ + "Starting at 14th level, you gain advantage on Strength, Dexterity, and Constitution saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 moxie point to reroll it and take the second result." + ] + }, + { + "name": "Herculean", + "source": "UltimateAdventurer", + "page": 197, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 15, + "entries": [ + "At 15th level, your carrying capacity is doubled, and when you deal damage with a melee weapon or unarmed strike to an inanimate object that damage is doubled. Your standing jump distance is the same as your running start jump distance." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 16, + "entries": [ + "When you reach 16th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Fight Club feature", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 17, + "entries": [ + "At 17th level, you gain a feature granted by your Fight Club." + ] + }, + { + "name": "Fighting Spirit", + "source": "UltimateAdventurer", + "page": 197, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 18, + "entries": [ + "Starting at 18th level, when you are reduced to 0 hit points, you can channel your fighting spirit. When you do, you regain half of your maximum hit points, half of your maximum moxie points, and do not suffer the effects of any levels of {@condition exhaustion} you have for the next 10 minutes. At the end of those 10 minutes, you gain a level of {@condition exhaustion}.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Ability Score Improvement", + "source": "UltimateAdventurer", + "page": 196, + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 19, + "entries": [ + "When you reach 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "If your DM allows the use of feats, you may instead take a feat." + ] + }, + { + "name": "Peak Physical Condition", + "page": 197, + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "level": 20, + "entries": [ + "At 20th level, your Strength and Constitution ability scores increase by 2 to a maximum of 22. Additionally, when you take a {@quickref resting|phb|2|0|long rest} you recover 2 levels of {@condition exhaustion} instead of 1 and you regain all your expended Hit Dice instead of half." + ] + } + ], + "classFluff": [ + { + "name": "Accursed", + "source": "UltimateAdventurer", + "entries": [ + { + "name": "Accursed", + "source": "UltimateAdventurer", + "page": 154, + "type": "section", + "entries": [ + "A drow enters a tavern, hitting his head on the door frame and tripping on a chair leg. As he rises back to his feet, a brawl begins amongst a couple other patrons. With a look, a sigh, and flick of his wrist, the brawlers both slip on an errant puddle of grog, hit their heads on tabletops, and fall unconscious. Finally arriving at the bar, the drow can enjoy his drinks.", + "An elf argues with herself as she engages an orc raiding party in combat. Recalcitrantly, a spirit exits the elf's body, a thin cord of Ethereal energy connecting the two, and fights alongside her, unleashing a terrible scream that causes the bandits all to drop dead of fright.", + "Wielding a terrible blade, a human engages the palace guards, slicing her adversaries in twain as if they were cloth. An archer comes around the corner, and she throws her sword, impaling the guard before he can even nock an arrow. As the vile weapon reappears in her outstretched hand, she saunters into the throne room, staring at the quivering king with death in her eyes. At last, the crown is hers.", + "Accurseds are afflicted with a permanent magic that is inconvenient at best and debilitating at worst. But magic is still magic, and accurseds have found a way to harness the power of their curse to their own ends, while managing some of the worst symptoms of their condition. Either way, their curse is now theirs to use however they see fit.", + { + "type": "entries", + "name": "Unending Affliction", + "entries": [ + "Most curses used by mortals — such as the {@spell hex} and {@spell bestow curse} spells — are temporary, a simple inconvenience until the magic expires. For each accursed, though, the affliction is permanent, a powerful magic that never fades. These curses can be received through many means: gaining the ire of a deity, a large coven of hags, or a powerful extraplanar entity; inheriting it by being born into a cursed family line; touching a cursed object; being hit by a volatile spell that was incorrectly cast; or receiving the curse from the bite or scratch of another cursed creature, among a slew of other possibilities." + ] + }, + { + "type": "entries", + "name": "Curse's Conqueror", + "entries": [ + "The vast majority of people who receive a permanent curse consign themselves to their fate, either finding a way to live with their curse's adverse effects or giving themselves fully to the curse's compulsions. A creature becomes an accursed by following a different path. Accurseds are rare, not due to lack of people becoming cursed, but because those who suffer these curses often lack the conviction to resist them.", + "An accursed dedicates their time and willpower to find a way to make the magic of their curse work for them, though each in their own way. Some accurseds experiment in a lab or scour the world for forgotten lore, trying to find a ritual or alchemical concoction. Others turn to nature or faith, using prayer, meditation, or mindfulness to synthesize the curse's magic into their own being. And others still use sheer stubbornness to bend the curse to their will.", + "Regardless of method, an accursed is one who has conquered their curse, drawing on its magic while managing its lingering side effects." + ] + }, + { + "type": "entries", + "name": "Curse's Conqueror", + "entries": [ + "The vast majority of people who receive a permanent curse consign themselves to their fate, either finding a way to live with their curse's adverse effects or giving themselves fully to the curse's compulsions. A creature becomes an accursed by following a different path. Accurseds are rare, not due to lack of people becoming cursed, but because those who suffer these curses often lack the conviction to resist them.", + "An accursed dedicates their time and willpower to find a way to make the magic of their curse work for them, though each in their own way. Some accurseds experiment in a lab or scour the world for forgotten lore, trying to find a ritual or alchemical concoction. Others turn to nature or faith, using prayer, meditation, or mindfulness to synthesize the curse's magic into their own being. And others still use sheer stubbornness to bend the curse to their will.", + "Regardless of method, an accursed is one who has conquered their curse, drawing on its magic while managing its lingering side effects." + ] + }, + { + "type": "entries", + "name": "Creating an Accursed", + "entries": [ + "When creating an accursed, the most important aspect to consider is your curse itself. What is your curse's nature, and how did you receive it? As a starting character, you'll choose the nature of your curse, but exactly how you received it is up to you. Did you or one of your ancestors anger a god or other powerful entity? Was the curse transferred to you by another afflicted individual? Or did some magic ritual go awry with you in proximity?", + "Another important aspect of creating an accursed is how you came to be in control of your curse's power. Did you study and experiment? Did you harmonize with it? Or did you stubbornly refuse to let it control you?", + "What do you plan to do with this power you've attained? A curse is a magic of vile energies created to inflict suffering. Do you use this magic for its intended purpose, conquering and slaying for your own gain? Or do you resist the magic's nature and use it to become a champion of the downtrodden, a hero who can empathize with great suffering? It's your power now, so only you can decide what to do with it.", + { + "type": "entries", + "name": "Quick Build", + "entries": [ + "You can make an accursed quickly by following these suggestions. Your highest score depends greatly on the Conquered Curse you choose: make Strength your highest ability score for a Conquered Curse that relies on {@filter melee|items|source=|type=melee weapon} or {@filter thrown weapons|items|source=|type=|property=thrown}, Dexterity your highest ability score for one that relies on {@filter finesse|items|source=|type=|property=finesse} or {@filter ranged weapons|items|source=|type=ranged weapon}, or your choice of curse ability — Intelligence, Wisdom, or Charisma — for one that relies on the use of the curse's magical effects.", + "If Strength or Dexterity is your highest ability score, your next-highest should be your choice of curse ability, followed by Constitution; for the more magically oriented Conquered Curses, make your next-highest ability score Constitution, followed by Dexterity. Then, choose the {@background folk hero} background." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Pugilist", + "source": "UltimateAdventurer", + "entries": [ + { + "name": "Pugilist", + "source": "UltimateAdventurer", + "page": 192, + "type": "section", + "entries": [ + "Arrows rain down around her as she runs towards the hobgoblins. Desperate to close the distance, the half-orc fights through the sting of a dozen cuts to reach her foes. The pain only makes her stronger. As she descends on the snarling pack she swings wildly, knocking several hobgoblins off their feet and sending the rest scattering before her.", + "The human braces himself for the impact as the orc rushes him. Then the monster makes a mistake, telegraphing its next move, and that's all the opening the human needs. He ducks beneath the orc's wide swing then raises both hands high above his head and brings them down on the orc's back, forcing the brute to the ground.", + "The dwarf smiles broadly and chuckles as the petty noble raises his hand to strike him for the impudent remark. Quick as a flash, the dwarf shatters the bottle in his hand against the bar and brandishes it before the noble. The young dandy flinches, stumbles backward, and runs away as the dwarf turns back to the bar to order another round.", + "Wherever they come from, pugilists live a rough and tumble life that leaves them full of determination and reckless, either from overconfidence or desperation. In a fight they can channel this strength of character to dig deep and fight off foes with greater strength of numbers, arms, or armor than anyone else would think possible.", + { + "type": "entries", + "name": "Swagger for Days", + "entries": [ + "Pugilists unconsciously tap into their own inner strength in the form of moxie. This is not an esoteric or mystical energy that flows through the multiverse, but the result of determination forged over a lifetime of hardship with a never-say-die attitude. You can teach someone how to fight but you could never teach someone how to be a pugilist. The secret of mastering moxie doesn't come from disciplined study or rigorous training, it comes from years of wanting and needing" + ] + }, + { + "type": "entries", + "name": "Life on the Street", + "entries": [ + "Every city in the worlds of D&D has its back alleys, its underground fighting rackets, its ghettos. The pugilists who live in these places don't have time to consider the lofty ideals of philosophy or ponder the mysteries of the universe. The pugilists, growing up on the wrong side of the tracks, spend all their time chasing down their next meal or, if they're fortunate enough to have that, their next drink, bedfellow, or flophouse.", + "For pugilists, becoming an adventurer might be the only way out of whatever miserable situation they've been stuck in since infancy. For others, getting lost out in the world is an escape from the tangled web of debt or enemies they've piled up. Other pugilists fight because it's the only thing they know how to do. Whatever the reason for their adventuring, pugilists are as excited by the prospect of throwing punches as they are spending every last gold coin they earn." + ] + }, + { + "type": "entries", + "name": "Hardship", + "entries": [ + "No one becomes as tough as a pugilist without enduring terrible hardship and persevering. For a pugilist, suffering is a catalyst that reveals their unbreakable spirit and strength. These hardships also influence a pugilist in other ways. If you were raised on the street, you might have a special interest in looking after the poor and destitute. If you were jailed for a crime you didn't commit, your relationship with the town guard might be more antagonistic than the average adventurer. Like so many other pugilists, your will was forged in the fires of adversity. What did you learn about yourself when you came out the other side? How does that experience continue to influence you today?", + { + "type": "table", + "caption": "Hardships", + "colLabels": [ + "{@dice d6}", + "Hardship" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "A plague took your family when you were a child leaving you to spend the rest of your youth in an orphanage." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "You were harrassed by the town guard then framed for a crime you did not commit." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "You lost everything when a trusted friend betrayed you." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "Your parents sold you to the thieves guild for less than a gold piece." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "You drank your life away until you hit rock bottom and sobered up." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "You refused to throw a match at a gang boss's insistence and your family ended up paying the price." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Favorite Dive", + "entries": [ + "Every hard-fighting hero needs a refuge where they can relax and rejuvenate. For pugilists, these sanctuaries tend to be disreputable. You might head to your favorite dive to indulge in your vice of choice or fraternize with the common folk. Some pugilists find the only way they can truly unwind is by getting bloodied in a fight. Others have a quiet side that few outside their closest companions ever see.", + "How long has your favorite dive been your go-to spot? Do you have any friends or rivals that frequent the same place?", + { + "type": "table", + "caption": "Dives", + "colLabels": [ + "{@dice d6}", + "Favorite Dive" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "A seedy tavern where brawls break out on a nightly basis." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "An underground fight venue where people come to bet coin on the outcome." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "A barbershop where they're always eager to hear tales of your latest exploits." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "A high stakes gambling den with games of skill and chance." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "The orphanage you grew up in that was closed and abandoned some years ago." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "A quiet library." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Rumor", + "entries": [ + "Pugilists are frequent subjects of rumors and speculation. The combination of their resilience, might, and panache make them popular topics over a pint at the local tavern. Add to this most pugilists come from humble beginnings and it's easy to see why the public comes up with such colorful stories about them.", + "Whether or not it's true, you have a particular rumor that follows you wherever you go. How do you feel about your reputation? Do you indulge rumormongers, or does the speculation about your background annoy you?", + { + "type": "table", + "caption": "Rumors", + "colLabels": [ + "{@dice d6}", + "Rumor" + ], + "colStyles": [ + "col-1 text-center", + "col-11" + ], + "rows": [ + [ + { + "type": "cell", + "roll": { + "exact": 1 + } + }, + "You got your prodigious strength from suckling milk at the teet of a giantess." + ], + [ + { + "type": "cell", + "roll": { + "exact": 2 + } + }, + "You won a drinking competition against a dwarf...and then three more before the night was through." + ], + [ + { + "type": "cell", + "roll": { + "exact": 3 + } + }, + "The town guards hate you as much as their spouses love you." + ], + [ + { + "type": "cell", + "roll": { + "exact": 4 + } + }, + "You are an enforcer for one of the most powerful figures in the criminal underworld." + ], + [ + { + "type": "cell", + "roll": { + "exact": 5 + } + }, + "You wrestled an {@creature owlbear} to the ground with such ease you fell asleep during the tussle." + ], + [ + { + "type": "cell", + "roll": { + "exact": 6 + } + }, + "Your daddy was an {@creature earth elemental} which is why your bones are made of iron." + ] + ] + } + ] + }, + { + "type": "entries", + "name": "Creating a Pugilist", + "entries": [ + "As you build your pugilist, consider how you came to be a bare knuckle brawler. Did you learn to fight to defend yourself? Was scraping the natural result of your nose for trouble? Or did you learn to fight as a way of intimidating and controlling others? Were you fighting for the entertainment, or did you fight because you had to? Did you try to become a more traditional martial artist but just couldn't hack it? Pugilists are a rowdy bunch that like to brag about how they learned to fight, so you better have a good story to tell.", + "What events in your life gave you the sheer determination and will that pugilists call on? Did you spend every day hustling on the street to make ends meet? Were you forgotten and ignored by your family? Were you an outsider in your community who had to constantly struggle against the ignorant stereotypes the people there had of you? The most important element of the pugilist is that they are driven. Once you have decided what events made you into the pugilist you are today, decide how that may shape the actions you take in the future.", + { + "type": "entries", + "name": "Quick Build", + "entries": [ + "You can make a pugilist quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the {@background criminal} or {@background urchin} background." + ] + } + ] + } + ] + } + ] + } + ], + "subclass": [ + { + "name": "Cognician", + "source": "UltimateAdventurer", + "page": 32, + "className": "Artificer", + "classSource": "TCE", + "shortName": "Cognician", + "subclassFeatures": [ + "Cognician|Artificer|TCE|Cognician|UltimateAdventurer|3", + "Psionic Amplification|Artificer|TCE|Cognician|UltimateAdventurer|5", + "Parallel Processing Power|Artificer|TCE|Cognician|UltimateAdventurer|9", + "Surpass Cognitive Potential|Artificer|TCE|Cognician|UltimateAdventurer|15" + ], + "subclassSpells": [ + "comprehend languages", + "sleep", + "detect thoughts", + "Tasha's mind whip|XGE", + "clairvoyance", + "intellect fortress|XGE", + "confusion", + "phantasmal killer", + "synaptic static|XGE", + "telekinesis", + "guidance", + "mage hand", + "message", + "mind sliver|TCE", + "prediction|UltimateAdventurer" + ], + "additionalSpells": [ + { + "prepared": { + "3": [ + 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Using these cerebral helms, a Cognician can reach beyond their natural mental abilities and learn to encroach on the minds of others. Cognicians are fascinated by crystals and rare minerals, the key magical components of their helms.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tool Proficiency|Artificer|TCE|Cognician|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cognician Spells|Artificer|TCE|Cognician|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cerebral Helm|Artificer|TCE|Cognician|UltimateAdventurer|3" + } + ] + }, + { + "name": "Tool Proficiency", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 32, + "subclassShortName": "Cognician", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you adopt this specialization at 3rd level, you gain proficiency with {@item jeweler's tools|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@filter artisan's tools|items|source=|type=artisan's tools} of your choice." + ], + "toolProficiencies": [ + { + "jeweler's tools": true + } + ] + }, + { + "name": "Cognician Spells", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 32, + "subclassShortName": "Cognician", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Beginning at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Cognician Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + { + "type": "table", + "caption": "Cognician Spells", + "colLabels": [ + "Artificer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell comprehend languages}, {@spell sleep}" + ], + [ + "5th", + "{@spell detect thoughts}, {@spell Tasha's mind whip|TCE}" + ], + [ + "9th", + "{@spell clairvoyance}, {@spell intellect fortress|TCE}" + ], + [ + "13th", + "{@spell confusion}, {@spell phantasmal killer}" + ], + [ + "17th", + "{@spell synaptic static|XGE}, {@spell telekinesis}" + ] + ] + } + ] + }, + { + "name": "Cerebral Helm", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 33, + "subclassShortName": "Cognician", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, you create a helm beset with gems, prisms, and glass that enhances your natural cognitive abilities. This helm counts as a spellcasting focus for your artificer spells. While you are wearing this helm, you know a number of the following cantrips your choice up to your Intelligence modifier (minimum one cantrip) {@spell guidance}, {@spell mage hand}, {@spell message}, {@spell mind sliver|TCE}, and {@spell prediction|UltimateAdventurer}. If the cantrip is normally not on the artificer spell list, it counts as an artificer spell for you.", + "When you finish a {@quickref resting|phb|2|0|long rest}, you can replace any number of cantrips from this list with an equal number of cantrips from this list.", + "If you ever lose your cerebral helm, you can create another one with 8 hours of work and 10 gp of materials. Creating a new cerebral helm causes the old one to immediately and permanently cease functioning." + ] + }, + { + "name": "Psionic Amplification", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 33, + "subclassShortName": "Cognician", + "subclassSource": "UltimateAdventurer", + "level": 5, + "header": 2, + "entries": [ + "Starting at 5th level, when you cast an artificer spell that deals damage, you can choose to change the damage to psychic. In addition, when you deal psychic damage with an artificer spell, you can choose one target to take additional psychic damage equal to your Intelligence modifier (minimum 1)." + ] + }, + { + "name": "Parallel Processing Power", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 33, + "subclassShortName": "Cognician", + "subclassSource": "UltimateAdventurer", + "level": 9, + "header": 2, + "entries": [ + "At 9th level, you're able to make certain upgrades to your cognition enhancing helm. While you are wearing it, you gain the following benefits:", + { + "type": "list", + "items": [ + { + "type": "item", + "entry": "You have resistance to psychic damage." + }, + { + "type": "item", + "entry": "You are immune to any effect that would sense your emotions or read your thoughts." + }, + { + "type": "item", + "entry": "When you fail a Constitution saving throw to maintain {@condition concentration} on a spell, you can use your reaction to reroll the saving throw and use the second result." + }, + { + "type": "item", + "entry": "You can use a bonus action to refract your will and focus through the crystalline lenses of the helm. For the next 10 minutes, you cannot lose {@condition concentration} on a spell as the result of taking damage and you can concentrate on a maximum of two artificer spells, instead of one. During this time, if you cast a third artificer spell that requires concentration, you decide which of the other two to end your concentration on. Once you use this bonus action, you can't use it again and you lose all other benefits granted by this feature until you finish a {@quickref resting|phb|2|0|long rest}." + } + ] + } + ] + }, + { + "name": "Surpass Cognitive Potential", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 33, + "subclassShortName": "Cognician", + "subclassSource": "UltimateAdventurer", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, the cumulative effect of wearing your cerebral helm has left you permanently cognitively enhanced. You gain the following benefits:", + { + "type": "list", + "items": [ + { + "type": "item", + "entry": "Your Intelligence ability score increases by 2, to a maximum of 22." + }, + { + "type": "item", + "entry": "You can use a bonus action and expend a spell slot to increase your cerebral capacity even further. When you do, your proficiency bonus increases by an amount equal to half the level of the spell slot expended, rounded up, for 1 minute. At the end of the minute, you gain a level of {@condition exhaustion}." + } + ] + } + ] + }, + { + "name": "Demolitionist", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 34, + "subclassShortName": "Demolitionist", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Demolitionists are explosive experts who specialize in the deft application of magical incendiaries. In times of war, they are valued as bombardiers and grenadiers who can set traps, break down fortifying barriers, and dispatch large groups of enemies. In times of peace, they can clear land for the creation of mines and settlements or efficiently break down decaying structures to make room for new construction.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tool Proficiency|Artificer|TCE|Demolitionist|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Demolitionist Spells|Artificer|TCE|Demolitionist|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Explosive Charges|Artificer|TCE|Demolitionist|UltimateAdventurer|3" + } + ] + }, + { + "name": "Tool Proficiency", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 34, + "subclassShortName": "Demolitionist", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you adopt this specialization at 3rd level, you gain proficiency with {@item potter's tools|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@filter artisan's tools|items|source=|type=artisan's tools} of your choice." + ], + "toolProficiencies": [ + { + "potter's tools": true + } + ] + }, + { + "name": "Demolitionist Spells", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 34, + "subclassShortName": "Demolitionist", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Demolitionist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + { + "type": "table", + "caption": "Demolitionist Spells", + "colLabels": [ + "Artificer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell fog cloud}, {@spell ice knife|XGE}" + ], + [ + "5th", + "{@spell knock}, {@spell shatter}" + ], + [ + "9th", + "{@spell fireball}, {@spell stinking cloud}" + ], + [ + "13th", + "{@spell sickening radiance|XGE}, {@spell vitriolic sphere|XGE}" + ], + [ + "17th", + "{@spell cloudkill}, {@spell synaptic static|XGE}" + ] + ] + } + ] + }, + { + "name": "Explosive Charges", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 34, + "subclassShortName": "Demolitionist", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, you learn how to produce magical explosives. When you finish a {@quickref resting|phb|2|0|long rest}, you can use potter's tools or tinker's tools to magically create a number of explosive charges equal to half your artificer level, rounded up. When you finish your next long rest, any charges you have cease functioning.", + "As an action, you can expend and throw one of your charges to a point you can see within 60 feet of you. When you do, you decide its type, choosing from one of the options on the Explosive Charges table. When the charge detonates, it explodes in a 10-foot radius sphere centered on the point to which you threw it. Any creature within the sphere that isn't behind {@quickref Cover|PHB|3|0|full cover} must make a Dexterity saving throw against your spell save DC. Each creature that failed its saving throw, as well as any structure and object that isn't being worn or carried, takes {@damage 2d6} force damage. A creature that succeeds on its saving throw takes half damage. The explosion emits a thunderous boom audible out to a range of 300 feet.", + "If you have no charges, you can use {@item potter's tools|PHB} or {@item tinker's tools|PHB} as an action and expend a spell slot to magically create a number of charges equal to the level of the expended spell slot.", + "The damage of your explosive charges increases by {@damage 1d6} when you reach certain levels in this class: 9th ({@damage 3d6}), 15th ({@damage 4d6}), and 20th ({@damage 5d6}).", + { + "type": "table", + "caption": "Explosive Charges", + "colLabels": [ + "Charge Type", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Force Grenade", + "The charge detonates on impact." + ], + [ + "Proximity Mine", + "The charge can be thrown only to a point on a solid surface, onto which the charge adheres until it detonates or deactivates. The next time a creature other than you or another thrown charge comes within 10 feet of the charge, it detonates. The charge deactivates after 1 hour or when you use your action to touch the charge and deactivate it. If you use this action, you regain the expended charge." + ], + [ + "Timed Detonation", + "The charge can be thrown only to a point on the ground. When you throw the charge, it detonates after 1 minute. At the start of your turn, you can choose for the charge to detonate early. Before it detonates, any creature that can touch the charge can use its action to throw the charge to a different point on the ground within 60 feet of it." + ] + ] + } + ] + }, + { + "name": "Bombs Away", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 34, + "subclassShortName": "Demolitionist", + "subclassSource": "UltimateAdventurer", + "level": 5, + "header": 2, + "entries": [ + "Starting at 5th level, when you use your action to create one or more explosive charges or to throw an explosive charge, you can immediately throw one as a bonus action. This bonus charge must be a {@subclassFeature Explosive Charges|Artificer|TCE|Demolitionist|UltimateAdventurer|3||Force Grenade}." + ] + }, + { + "name": "Modified Charges", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 33, + "subclassShortName": "Demolitionist", + "subclassSource": "UltimateAdventurer", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level, when you use your action to throw an explosive charge, you can choose to apply one of the following modifications to it.", + { + "type": "entries", + "name": "Flash Boom", + "entries": [ + "The charge's explosion deals radiant damage instead of force, and requires a Constitution saving throw instead of Dexterity. If a creature fails its saving throw against the charge, it is {@condition blinded} and {@condition deafened} until the end of your next turn. Once a creature makes a saving throw against this modification, it has advantage on further saving throws made against this modification for 10 minutes." + ] + }, + { + "type": "entries", + "name": "Heavy Ordnance", + "entries": [ + "The charge's explosion deals double damage to objects and structures, has a radius of 20 feet, and is audible out to a range of 600 feet." + ] + }, + { + "type": "entries", + "name": "Incendiary Powder", + "entries": [ + "The charge's explosion deals fire damage instead of force damage, gains a bonus to its damage roll equal to your Intelligence modifier, and ignites any flammable objects in the area that aren't being worn or carried." + ] + } + ] + }, + { + "name": "Glorious Grenadier", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 35, + "subclassShortName": "Demolitionist", + "subclassSource": "UltimateAdventurer", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, when you finish a {@quickref resting|phb|2|0|short rest}, you can use {@item potter's tools|PHB} or {@item tinker's tools|PHB} to magically create a number of explosive charges up to your Intelligence modifier (minimum 1).", + "Additionally, whenever you cast an {@filter artificer spell that deals damage in a sphere|spells|source=|class=artificer|components & miscellaneous==|area style=s}, you deal an additional {@damage 1d6} damage to each creature that takes damage from the spell this turn." + ] + }, + { + "name": "Mechanic", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 35, + "subclassShortName": "Mechanic", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "A Mechanic specializes in the creation and repair of automotive vehicles that can be used in nearly any environment. They believe that living mounts such as horses will be obsolete in the near future, given the innovations occurring with black powder weapons and the creation of magical implements of warfare, so they seek to solve the problem before it begins. When given the time and option, these artificers create rides customized to their clients' needs and senses of style.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tools of the Trade|Artificer|TCE|Mechanic|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mechanic Spells|Artificer|TCE|Mechanic|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mechanical Marvel|Artificer|TCE|Mechanic|UltimateAdventurer|3" + } + ] + }, + { + "name": "Tools of the Trade", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 35, + "subclassShortName": "Mechanic", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you adopt this specialization at 3rd level, you gain proficiency with {@item smith's tools|PHB} and all {@filter air, land, and water vehicles|items|source=|type=vehicle (air);vehicle (water);vehicle (land)}." + ], + "toolProficiencies": [ + { + "smith's tools": true, + "vehicles (land)": true, + "vehicles (water)": true, + "vehicles (air)": true + + } + ] + }, + { + "name": "Mechanic Spells", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 35, + "subclassShortName": "Mechanic", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Mechanic Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + { + "type": "table", + "caption": "Mechanic Spells", + "colLabels": [ + "Artificer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell longstrider}, {@spell Tenser's floating disk}" + ], + [ + "5th", + "{@spell find steed}, {@spell gust of wind}" + ], + [ + "9th", + "{@spell find vessel|UltimateAdventurer}, {@spell stinking cloud}" + ], + [ + "13th", + "{@spell dimension door}, {@spell find greater steed|XGE}" + ], + [ + "17th", + "{@spell control winds|XGE}, {@spell far step|XGE}" + ] + ] + } + ] + }, + { + "name": "Mechanical Marvel", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 36, + "subclassShortName": "Mechanic", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, you learn how to create magical vehicles that can be used to navigate many kinds of terrain. Using {@item smith's tools|PHB} or {@item tinker's tools|PHB}, you can take an action to magically create a Medium or Large vehicle in the space of a willing creature within 5 feet of you that is Large or smaller. The creature can immediately mount the vehicle if it is no larger than the vehicle.", + "Once you create a vehicle with this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest} or until you expend a spell slot to create another one. You can have only one vehicle from this feature at a time; if you create a new vehicle with this feature while you already have one, the previous vehicle disappears.", + "The vehicle is a magical object. It has AC equal to 12 + your Intelligence modifier and a number of hit points equal to 10 times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or saving throw, treat all of its ability scores as 10 (+0). If the {@spell mending} spell is cast on it, it regains {@dice 2d6} hit points. It disappears if it is reduced to 0 hit points or if you dismiss it as an action.", + "Only one creature can ride the vehicle at a time. The rider can use half its speed to dismount the vehicle, exiting into an unoccupied space within 5 feet of the vehicle. On a subsequent turn while the vehicle has no rider, a creature no larger than the vehicle within 5 feet of the vehicle can use half its speed to mount it. If an effect causes the vehicle to move against the rider's will or knocks the vehicle {@condition prone}, the rider must succeed on a {@dc 10} Dexterity saving throw or fall out of the vehicle, landing prone in a space within 5 feet of it. The rider also falls out of the vehicle in this way if the rider is knocked prone.", + "When you create the vehicle, you determine its appearance and decide which type it is, choosing from the options on the Mechanical Marvels table.", + { + "type": "table", + "caption": "Mechanical Marvels", + "colLabels": [ + "Vehicle", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Motor Bike (Land)", + "While a creature is riding this vehicle, it has a walking speed of 60 feet." + ], + [ + "Wall Crawler (Land)", + "While a creature is riding this vehicle, it has a climbing speed of 30 feet. It can use this climbing speed to move up, down, and across vertical surfaces." + ], + [ + "Wave Skimmer (Water)", + "While a creature is riding this vehicle, it has a swimming speed of 30 feet. It can use this swimming speed only to move across the surface of liquids." + ] + ] + } + ] + }, + { + "name": "Mounted Gun", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 36, + "subclassShortName": "Mechanic", + "subclassSource": "UltimateAdventurer", + "level": 5, + "header": 2, + "entries": [ + "Starting at 5th level, each time you create a vehicle with your {@subclassFeature Mechanical Marvel|Artificer|TCE|Mechanic|UltimateAdventurer|3} feature, you can choose for it to have a mounted gun. The mounted gun is a magical simple ranged weapon with a normal range of 60 feet and a long range of 150 feet that deals {@damage 1d8} piercing damage and that doesn't require ammunition. A creature riding the vehicle can make attacks with the mounted gun as part of the {@action Attack} action, and uses its choice of Dexterity or Intelligence for the attack and damage rolls.", + "While you're riding the vehicle, when you take the {@action Attack} action or cast a {@filter cantrip with a casting time of 1 action|spells|source=|level=0|components & miscellaneous==|cast time=action}, you can make an additional attack with the mounted gun as a bonus action this turn." + ] + }, + { + "name": "Mechanical Masterwork", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 37, + "subclassShortName": "Mechanic", + "subclassSource": "UltimateAdventurer", + "level": 9, + "header": 2, + "entries": [ + "At 9th level, the list of vehicle types you can choose from when creating a vehicle is expanded. To create one of the vehicles in the Mechanical Masterworks table below when your use of {@subclassFeature Mechanical Marvel|Artificer|TCE|Mechanic|UltimateAdventurer|3} is expended, you must expend a spell slot of 3rd level or higher, instead of a spell slot of any level.", + { + "type": "table", + "caption": "Mechanical Marvels", + "colLabels": [ + "Vehicle", + "Effect" + ], + "colStyles": [ + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "Deep Diver (Water)", + "While a creature is riding this vehicle, it has a swimming speed of 40 feet, it can breathe underwater, and it can use a bonus action to switch on or off a magical light that creates {@quickref Vision and Light|PHB|2||bright light} in a 30-foot cone originating from the vehicle." + ], + [ + "High Flyer (Air)", + "While a creature is riding this vehicle, it has a {@quickref Flying Movement|PHB|3|0|flying speed} of 30 feet and can hover." + ], + [ + "Lightning Engine (Land)", + "While a creature is riding this vehicle, it has a walking speed of 90 feet, it spends no extra movement using its walking speed through {@quickref difficult terrain|PHB|4}, and {@action opportunity attack|PHB|opportunity attacks} made against it or the vehicle have disadvantage." + ] + ] + } + ] + }, + { + "name": "Marvelous Mechanic", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 37, + "subclassShortName": "Mechanic", + "subclassSource": "UltimateAdventurer", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, you can now have a number of vehicles up to half your artificer level. If you create a vehicle beyond this number, you choose one of your older vehicles to disappear.", + "As an action, you can touch a vehicle you created and cause it to disappear to regain the use of your {@subclassFeature Mechanical Marvel|Artificer|TCE|Mechanic|UltimateAdventurer|3} feature." + ] + }, + { + "name": "Oozologist", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 37, + "subclassShortName": "Oozologist", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Artificers experiment with many odd phenomena, but few stranger than the study of sentient oozes. Oozologists, as these artificers are known, discover the secret to creating their own domesticated ooze, as well as methods to modify their pet slime using syringe-tipped vials of alchemical concoctions. When oozologists aren't busy with the relatively mundane effort of creating new forms of docile oozes, they pursue more esoteric goals like completely transforming their own bodies into slime (then back again, if they're lucky).", + { + "type": "refSubclassFeature", + "subclassFeature": "Tool Proficiency|Artificer|TCE|Oozologist|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oozologist Spells|Artificer|TCE|Oozologist|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Domesticated Ooze Companion|Artificer|TCE|Oozologist|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ooze Injectables|Artificer|TCE|Oozologist|UltimateAdventurer|3" + } + ] + }, + { + "name": "Tool Proficiency", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 37, + "subclassShortName": "Oozologist", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you adopt this specialization at 3rd level, you gain proficiency with {@item alchemist's supplies|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@filter artisan's tools|items|source=|type=artisan's tools} of your choice." + ], + "toolProficiencies": [ + { + "alchemist's supplies": true + } + ] + }, + { + "name": "Oozologist Spells", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 37, + "subclassShortName": "Oozologist", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Beginning at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Oozologist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + { + "type": "table", + "caption": "Oozologist Spells", + "colLabels": [ + "Artificer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell grease}, {@spell Tasha's caustic brew|TCE}" + ], + [ + "5th", + "{@spell hold person}, {@spell Melf's acid arrow}" + ], + [ + "9th", + "{@spell slow}, {@spell vampiric touch}" + ], + [ + "13th", + "{@spell freedom of movement}, {@spell vitriolic sphere|XGE}" + ], + [ + "17th", + "{@spell hold monster}, {@spell stolen life|UltimateAdventurer}" + ] + ] + } + ] + }, + { + "name": "Domesticated Ooze Companion", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 38, + "subclassShortName": "Oozologist", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, your experimentation has borne fruit in the form of a domesticated ooze. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Domesticated Ooze stat block, which uses your proficiency bonus (PB) in several places. The domesticated ooze is a malleable, translucent blob, but you otherwise choose its appearance; this has no effect on the {@creature domesticated ooze|UltimateAdventurer}'s statistics.", + "In combat, the ooze shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the ooze can take any action of its choice, not just Dodge.", + "If you spend a minute treating your ooze with {@item alchemist's supplies|PHB}, it regains {@dice 2d6} hit points. If it has died within the last hour, you can use your alchemist's supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot. The ooze returns to life after 1 minute with all its hit points restored.", + "At the end of a {@quickref resting|phb|2|0|long rest}, you can create a new domesticated ooze if you have alchemist's supplies with you. If you already have an ooze from this feature, the first one immediately perishes. The ooze also perishes if you die." + ] + }, + { + "name": "Ooze Injectables", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 38, + "subclassShortName": "Oozologist", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, you can spend 1 minute using {@item alchemist's supplies|PHB} to create and administer an injectable dose that transforms the nature of your {@creature domesticated ooze|UltimateAdventurer}. After being administered, the domesticated ooze remains affected by the injectable for 8 hours or until you use this feature again, whichever comes first.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ferno Injection", + "entries": [ + "Your domesticated ooze gains resistance to fire damage. In addition, when it deals damage with its striking pseudopod attack, it deals fire damage instead of acid damage and this damage gains a +2 bonus." + ] + }, + { + "type": "item", + "name": "Glacia Injection", + "entries": [ + "Your domesticated ooze gains resistance to cold damage. In addition, when it deals damage with its striking pseudopod attack, it deals cold damage instead of acid damage and the target's speed is reduced by 10 feet until the end of its next turn." + ] + }, + { + "type": "item", + "name": "Lectra Injection", + "entries": [ + "Your domesticated ooze gains resistance to lightning damage. In addition, when it deals damage with its striking pseudopod attack, it deals lightning damage instead of acid damage and the target can't use reactions until the start of its next turn." + ] + }, + { + "type": "item", + "name": "Kaichu Injection", + "entries": [ + "The size of your domesticated ooze increases to Large and its current and maximum hit points increase by twice your artificer level. Additionally, the reach of its pseudopod attacks increases to 10 feet." + ] + } + ] + } + ] + }, + { + "name": "Acidic Arcana", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 38, + "subclassShortName": "Oozologist", + "subclassSource": "UltimateAdventurer", + "level": 5, + "header": 2, + "entries": [ + "At 5th level, when you deal damage with an {@filter artificer spell|spells|source=|class=artificer|components & miscellaneous==|damage type=bludgeoning;cold;fire;force;lightning;necrotic;piercing;poison;psychic;radiant;slashing;thunder}, you can deal an additional {@damage 1d6} damage to one target. If the damage is {@filter acid|spells|source=|class=artificer|components & miscellaneous==|damage type=acid}, this additional damage increases to {@damage 2d6}." + ] + }, + { + "name": "Stickier Slime", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Oozologist", + "subclassSource": "UltimateAdventurer", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level, when a creature within 5 feet of your {@creature domesticated ooze|UltimateAdventurer} uses any movement, your domesticated ooze can use its reaction to make one pseudopod attack against that creature. In addition, a creature that ends its turn {@condition grappled} by your domesticated ooze takes {@damage 1d4} acid damage." + ] + }, + { + "name": "Gelatinous Transformation", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 38, + "subclassShortName": "Oozologist", + "subclassSource": "UltimateAdventurer", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, you discover methods to adapt many of the benefits of ooze physiology to your own anatomy. You gain the following benefits:", + { + "type": "list", + "items": [ + "You are immune to acid damage.", + "You gain a climbing speed equal to your base walking speed", + "You gain {@sense blindsight} out to a range of 60 feet." + ] + }, + "In addition, you can use a bonus action to temporarily transform yourself into slime. While you are transformed into a slime, you can move through a space as narrow as 1 inch wide without squeezing. This transformation ends when you are reduced to 0 hit points or you use a bonus action on your turn to end it." + ] + }, + { + "name": "Scrapper", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Scrapper", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "The scrapper moves with their eyes scanning the ground, ready to snatch any metals they can get their hands on. Everything can be made into anything, and the only limits are what they have on hand. They might not make the most durable of machinations, but their tools will last long enough to get the job done.", + "To the scrapper, scrapwork might be an artform, a necessity to survive, or both.", + { + "type": "refSubclassFeature", + "subclassFeature": "Scrapper's Tools|Artificer|TCE|Scrapper|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Scrapper Spells|Artificer|TCE|Scrapper|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Make It Work|Artificer|TCE|Scrapper|UltimateAdventurer|3" + } + ] + }, + { + "name": "Scrapper's Tools", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Scrapper", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you adopt this specialization at 3rd level, you gain proficiency with {@item smith's tools|PHB}. If you already have this proficiency, you gain proficiency with one other type of {@filter artisan's tools|items|source=|type=artisan's tools} of your choice.", + "Additionally, your {@classFeature Magical Tinkering|Artificer|TCE|1} feature is more flexible if a little slipshod. It gains the following changes:", + { + "type": "list", + "items": [ + "The maximum number of objects you can affect with this feature at one time is doubled.", + "You have access to a new magical property: The object turns into a {@filter mundane piece of adventuring gear of your choice worth 10 gp or less|items|source=|type=adventuring gear|category=|Cost=[&0;&1000]|miscellaneous=mundane}.", + "The properties granted by your Magical Tinkering end after 24 hours." + ] + } + ], + "toolProficiencies": [ + { + "smith's tools": true + } + ] + }, + { + "name": "Scrapper Spells", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Scrapper", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Scrapper Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + { + "type": "table", + "caption": "Scrapper Spells", + "colLabels": [ + "Artificer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell burning hands}, {@spell Tenser's floating disk}" + ], + [ + "5th", + "{@spell cordon of arrows}, {@spell heat metal}" + ], + [ + "9th", + "{@spell blinding smite}, {@spell conjure barrage}" + ], + [ + "13th", + "{@spell fabricate}, {@spell sundering smite|UltimateAdventurer}" + ], + [ + "17th", + "{@spell conjure volley}, {@spell shoulder cannon|UltimateAdventurer}" + ] + ] + } + ] + }, + { + "name": "Make It Work", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Scrapper", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "By 3rd level, you've learned a few tricks to help you make the most out of scrap metal and other industrial refuse. Your carrying capacity is doubled and you have proficiency with {@quickref improvised weapons|PHB|1|0|}.", + "In addition, you can spend 1 minute converting 10 lbs of mundane materials, such as armor and weapons, into a scrap slot. Doing so destroys the converted objects. You can have a maximum number of scrap slots at one time equal to your proficiency bonus.", + "On each of your turns you can use a bonus action and expend a scrap slot to gain a flexible benefit. Once before the start of your next turn you can add a bonus equal to half your proficiency bonus (rounded up) to an ability check, attack roll, or saving throw you make. Alternatively, if you are targeted by an attack you can add this bonus to your AC against that attack instead." + ] + }, + { + "name": "Extra Attack", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 40, + "subclassShortName": "Scrapper", + "subclassSource": "UltimateAdventurer", + "level": 5, + "header": 2, + "entries": [ + "Starting at 5th level, you can attack twice, rather than once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Fuse Item", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 40, + "subclassShortName": "Scrapper", + "subclassSource": "UltimateAdventurer", + "level": 9, + "header": 2, + "entries": [ + "By 9th level, you've learned that more is more. When {@classFeature infuse item|Artificer|TCE|2||infusing an item}, you can reinforce it by consuming a scrap slot, granting it your choice of one of the following effects:", + { + "type": "list", + "items": [ + "An infusion that would provide a numerical bonus increases that bonus by 1.", + "An infusion that has charges increases its maximum charges by 1.", + "If this infused item requires a creature to attune to it, this infused item doesn't count against the number of magic items to which that creature can be attuned. A creature can only be attuned to one infused item with this benefit." + ] + }, + "You can only have two infused items reinforced in this way at a time. If you reinforce a new infused item, your choice of one of the previous reinforced items loses its benefit." + ] + }, + { + "name": "Scrapwave", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 40, + "subclassShortName": "Scrapper", + "subclassSource": "UltimateAdventurer", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, your collection of junk has grown so much that it practically orbits you. As an action, you can make it do so, casting the {@spell maelstrom|XGE} spell without expending a spell slot. When you cast the spell with this feature, it counts as an artificer spell for you, scavenged metal swirls around you instead of water and it has the following changes:", + { + "type": "list", + "items": [ + "You are unaffected by the spell.", + "The spell's area is centered on you, and remains centered on you as you move for its duration.", + "Until the spell ends, you can use a bonus action and expend a scrap slot to cause the scrapwave to heat up until the start of your next turn. Until then, the spell deals an additional {@damage 2d8} fire damage when a creature fails its saving throw against it." + ] + }, + "Once you use this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}, unless you expend a 5th level spell slot to use it again." + ] + }, + { + "name": "Transmortalist", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Transmortalist", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "All artificers design and create new technologies, but few would go so far as to integrate experimental inventions into their own bodies. The Transmortalists would and do. These artificers craft modular pieces of technology that can be installed directly into their body, allowing them to push beyond their normal limitations. Part magical machinery, part humanoid, the Transmortalist doesn't just innovate on life changing technology, they also raise the question: at what point are they more magical machinery than mortal?", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Artificer|TCE|Transmortalist|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Transmortalist Spells|Artificer|TCE|Transmortalist|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Self Reforged|Artificer|TCE|Transmortalist|UltimateAdventurer|3" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 40, + "subclassShortName": "Transmortalist", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you adopt this specialization at 3rd level, you gain proficiency in the {@skill Medicine} skill if you don't already have it. If you already have this proficiency, you gain proficiency with one type of {@filter artisan's tools|items|source=|type=artisan's tools} of your choice." + ], + "skillProficiencies": [ + { + "medicine": true + } + ] + }, + { + "name": "Transmortalist Spells", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 40, + "subclassShortName": "Transmortalist", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Transmoralist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.", + { + "type": "table", + "caption": "Transmortalist Spells", + "colLabels": [ + "Artificer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "3rd", + "{@spell detect magic}, {@spell shield}" + ], + [ + "5th", + "{@spell alter self}, {@spell heat metal}" + ], + [ + "9th", + "{@spell protection from energy}, {@spell tongues}" + ], + [ + "13th", + "{@spell freedom of movement}, {@spell stoneskin}" + ], + [ + "17th", + "{@spell creation}, {@spell legend lore}" + ] + ] + } + ] + }, + { + "name": "Self Reforged", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Transmortalist", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Beginning at 3rd level, you learn how to modify your body with magical implants called {@filter modules|optionalfeatures|source=|feature type=magmod}. You learn three modules of your choice from the options presented at the end of this specialization. When you gain a level in this class, you can replace one module you know with a different module.", + "You can install two modules at a time. When you finish a {@quickref resting|phb|2|0|long rest}, you can replace any number of your installed modules with other modules you know. While a module is installed, you gain the benefits described and can surge it to gain an additional benefit. Once you have surged a module, you can't surge the same module again until you finish a {@quickref resting|phb|2|0|long rest}. You can use an action and expend a spell slot to regain the ability to surge a number of installed modules of your choice up to the level of the expended spell slot.", + "At higher levels, you learn additional modules and can have more modules installed simultaneously. You learn two additional modules at 5th level, and again at 9th and 15th level. You can have one additional module installed at 5th level (3 modules), and another at 9th (4 modules) and 15th level (5 modules)." + ] + }, + { + "name": "Extra Attack", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 41, + "subclassShortName": "Transmortalist", + "subclassSource": "UltimateAdventurer", + "level": 5, + "header": 2, + "entries": [ + "Starting at 5th level, you can attack twice, rather than once, whenever you take the {@action Attack} action on your turn." + ] + }, + { + "name": "Hot Swap", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 41, + "subclassShortName": "Transmortalist", + "subclassSource": "UltimateAdventurer", + "level": 9, + "header": 2, + "entries": [ + "Starting at 9th level, when you finish a {@quickref resting|phb|2|0|short rest}, you can regain the ability to {@subclassFeature Self Reforged|Artificer|TCE|Transmortalist|UltimateAdventurer|3||surge} all your {@filter modules|optionalfeatures|source=|feature type=magmod}. If you do, you can also replace any number of installed modules with an equal number of other modules you know. Once you use this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Performance Test", + "source": "UltimateAdventurer", + "className": "Artificer", + "classSource": "TCE", + "page": 41, + "subclassShortName": "Transmortalist", + "subclassSource": "UltimateAdventurer", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, you can use a bonus action to enter a state of heightened arcane power for 10 minutes. During this time, you gain the following benefits:", + { + "type": "list", + "items": [ + "All {@filter modules|optionalfeatures|source=|feature type=magmod} you know are installed.", + "You can {@subclassFeature Self Reforged|Artificer|TCE|Transmortalist|UltimateAdventurer|3||surge} modules any number of times.", + "Your weapon attacks deal additional force damage equal to your Intelligence modifier (minimum +1)." + ] + }, + "When these benefits end, you choose which five modules remain installed and regain the ability to surge all of your modules. Once you use this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "College of Beasts", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 51, + "subclassShortName": "Beasts", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Far from a traditional college, bards of the College of Beasts have a powerful, inherent bond to the natural world. Through song or personality, you befriend and charm all kinds of animals, easily making lifelong companions amongst the wild lands of the world.", + "Many bards discover on their own that they have a natural aptitude for these abilities, though sometimes the arts employed by this college are formally taught. Wood elves, forest gnomes, and circles of druids are especially keen to pass on knowledge of the College of Beasts, as such bards make stalwart allies in defending the natural order.", + { + "type": "refSubclassFeature", + "subclassFeature": "Beast Whisperer|Bard|PHB|Beasts|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tiny Companion|Bard|PHB|Beasts|UltimateAdventurer|3" + } + ] + }, + { + "name": "Beast Whisperer", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 51, + "subclassShortName": "Beasts", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting when you join the College of Beasts at 3rd level, you gain proficiency in the {@skill Animal Handling} skill. Your proficiency bonus is doubled for any ability check you make using this skill.", + "In addition, you know the ways and thoughts of beasts as if they were your own. You always benefit from the effects of the {@spell speak with animals} spell, and you have advantage on any ability check you make to persuade a beast to share information or to do a favor for you, given that the beast isn't hostile to you or any of your companions." + ], + "skillProficiencies": [ + { + "animal handling": true + } + ] + }, + { + "name": "Tiny Companion", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 52, + "subclassShortName": "Beasts", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, you gain the services of a tiny beast companion, tamed by your wits or music, and bound to you by magic. You can cast the {@spell find familiar} spell as a ritual. When you do, it counts as a bard spell for you, it doesn't require material components, and it conjures a beast rather than a celestial, fey, or fiend. A familiar conjured this way also gains the following traits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Bardic Companion", + "entries": [ + "While your familiar is riding a creature, such as on the creature's shoulder or in its pocket, the effects of your {@classFeature Bardic Inspiration|Bard||1} are improved on that creature. You can give such a creature a Bardic Inspiration die even if the creature is further than 60 feet from you and can't hear you. Additionally, when such a creature uses a Bardic Inspiration die you gave it, it adds your Charisma modifier to the result of the roll." + ] + }, + { + "type": "item", + "name": "Empowered", + "entries": [ + "The familiar's hit point maximum increases by an amount equal to twice your bard level + your Charisma modifier, and it gains a bonus to its AC and to any saving throw it makes equal to your proficiency bonus." + ] + }, + { + "type": "item", + "name": "Evasion", + "entries": [ + "If the familiar is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails." + ] + } + ] + } + ] + }, + { + "name": "Animal Allies", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 52, + "subclassShortName": "Beasts", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, wild creatures know you as a friend, and will jump to your aid. You learn the {@spell conjure animals} and {@spell summon beast|TCE} spells, which count as bard spells for you and don't count against the number of spells you know. You can also cast either spell once with this feature without expending a spell slot or requiring material components, and you regain the ability to do so when you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Call Familiar", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 52, + "subclassShortName": "Beasts", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "Also starting at 6th level, if your familiar has perished or is simply elsewhere, you can instantly call it to your side. As an action, you can expend a use of your {@classFeature Bardic Inspiration|Bard||1} to cause your familiar to appear in your space as though you had cast {@spell find familiar} as a ritual." + ] + }, + { + "name": "Mighty Companion", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 52, + "subclassShortName": "Beasts", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, when you cast {@spell find familiar} as a ritual, you can communicate telepathically with the familiar and perceive through its senses (as described in the spell) as long as it is on the same plane as you, instead of only when it is within 100 feet of you. The conjured familiar also gains the following traits:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Improved Bardic Companion", + "entries": [ + "If the familiar is riding a creature when you cast a {@filter bard spell that targets only a single creature and that doesn't have a range of Self|spells|source=|class=bard|range=!self|area style=st}, you can choose that creature as the spell's target, ignoring the spell's range and any requirement the spell has of you being able to see the target or the target being able to hear you." + ] + }, + { + "type": "item", + "name": "Helpful Distraction", + "entries": [ + "When the familiar takes the {@action Help} action to aid a friendly creature in making an ability check or attack roll, the creature also adds your Charisma modifier to the affected roll." + ] + }, + { + "type": "item", + "name": "Soulbound", + "entries": [ + "When a creature uses a {@classFeature Bardic Inspiration|Bard||1} die you gave it, the familiar regains hit points equal to the result of the Bardic Inspiration die roll. If this healing would restore the familiar above its hit point maximum, it gains {@quickref temporary hit points|PHB|3|0} equal to the surplus." + ] + } + ] + } + + ] + }, + { + "name": "College of Canticles", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 53, + "subclassShortName": "Canticles", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Most bards are content to amuse and entertain, but those in the College of Canticles lend their musical talents to the worship of the gods. These bards spread divinely inspired dogma and lead hymns, borrowing a measure of their god's power to bolster their allies. While clerics may be the face of religious institutions, rarely are they as successful at winning converts as bards of this college.", + { + "type": "refSubclassFeature", + "subclassFeature": "Joyful Noise|Bard|PHB|Canticles|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Bard|PHB|Canticles|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Hallowed Inspiration|Bard|PHB|Canticles|UltimateAdventurer|3" + } + + ] + }, + { + "name": "Joyful Noise", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 53, + "subclassShortName": "Canticles", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you join the College of Canticles at 3rd level, you can speak, read, and write {@language Celestial} and you can use {@item holy symbol|PHB|holy symbols} as a spellcasting focus for your bard spells." + ], + "languageProficiencies": [ + { + "celestial": true + } + ] + }, + { + "name": "Channel Divinity", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 53, + "subclassShortName": "Canticles", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, you gain the ability to channel divine energy through enthusiastic worship, using that energy to fuel magical effects. You start with one such effect, Celestial Song, and gain another at 6th level.", + "When you use your Channel Divinity, you choose which effect to create. You must then finish a {@quickref resting|phb|2|0|short or long rest} to use your Channel Divinity again.", + "If your Channel Divinity effect requires saving throws, the DC equals your bard spell save DC.", + "Beginning at 14th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.", + { + "type": "entries", + "name": "Channel Divinity: Celestial Song", + "entries": [ + "As an action, you sing a song of worship for the divine that empowers your allies and enfeebles certain outsiders. Choose any number of creatures within 30 feet who can hear you to gain {@quickref temporary hit points|PHB|3|0} equal to {@dice 1d6} + your Charisma modifier. Fiends and undead can't be chosen and, instead, must succeed on a Constitution saving throw or take radiant damage equal to {@damage 1d6} + your Charisma modifier. For the next minute, you can use a bonus action on each of your turns to repeat this effect. If you end a turn without repeating the effect, your Celestial Song ends.", + "Any remaining temporary hit points granted by this ability are lost when your Celestial Song ends." + ] + } + ] + }, + { + "name": "Hallowed Inspiration", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 53, + "subclassShortName": "Canticles", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, while a creature has one of your {@classFeature Bardic Inspiration|Bard||1} dice, it has resistance to necrotic and radiant damage.", + "In addition, when a creature with one of your Bardic Inspiration dice deals damage with a weapon attack or spell, it can roll and expend the Bardic Inspiration die to change the damage type to radiant and deal bonus damage to one target of the attack or spell equal to the result of the die." + ] + }, + { + "name": "Divinity School", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 53, + "subclassShortName": "Canticles", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, choose one of the cleric class' {@classFeature Divine Domain|Cleric||1||divine domains}. You gain the 2nd level {@classFeature Channel Divinity|Cleric||2} option of that divine domain. Your bard level counts as your cleric level for the purpose of your domain's Channel Divinity.", + "Additionally, you learn the domain spells of your chosen divine domain when you reach certain bard levels. When you gain this feature, you learn each of the spells a cleric of your chosen divine domain would gain at 1st, 3rd, and 5th level. Once you reach 7th and 9th level in this class, you learn the spells a cleric of the same divine domain would gain at that level. Each of the domain spells counts as a bard spell for you and doesn't count against the number of bard spells you know." + ] + }, + { + "name": "Consecrated Choir", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 53, + "subclassShortName": "Canticles", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, when you use the Celestial Song option when using your {@subclassFeature Channel Divinity|Bard|PHB|Canticles|UltimateAdventurer|3}, friendly creatures within 30 feet who can hear you can use their reaction to join in. For each creature that joins in, roll an additional {@dice 1d6} for the healing and damage caused by the song, to a maximum of {@dice 3d6} additional dice.", + "While your Celestial Song persists, each time you use a bonus action to repeat the healing and radiant damage, friendly creatures within 30 feet who can hear you can use their reaction to join in." + ] + }, + { + "name": "College of Drama", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 54, + "subclassShortName": "Drama", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Bards of the College of Drama, usually referred to as actors, dedicate their lives to the stage, whether that stage be within a grand palace or on a wooden box on the side of a dirt road. They train to portray any character through deft costuming and impeccable impressions. They don't just tell tales, but delight audiences by performing them as one-man shows or as an ensemble with other bards of the college. These actors develop special techniques for drawing crowds and feeding off their audience's energy, becoming popular attractions in nearly any settlement they visit.", + "While near universally beloved by the common folk and community leaders, actors are regarded with some contempt by bards of other colleges, who see actors as attention-seeking narcissists who are either unwilling or unable to share the stage. An actor who arrives in a town where another bard is performing is often in for some not-so-good-natured competition.", + { + "type": "refSubclassFeature", + "subclassFeature": "Method Actor|Bard|PHB|Drama|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Starring Role|Bard|PHB|Drama|UltimateAdventurer|3" + } + + ] + }, + { + "name": "Method Actor", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 54, + "subclassShortName": "Drama", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting when you join the College of Drama at 3rd level, you gain proficiency in the {@skill Performance} skill and with {@item disguise kit|PHB|disguise kits}, and you can use your voice as a spellcasting focus for your bard spells. Any spell you cast using your voice as a spellcasting focus gains a verbal component if it doesn't already have one.", + "Additionally, you can perfectly mimic the voice, speech, and mannerisms of any creature you've observed and heard speak for at least 1 minute." + ], + "skillProficiencies": [ + { + "performance": true + } + ], + "toolProficiencies": [ + { + "disguise kit": true + } + ] + }, + { + "name": "Starring Role", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 54, + "subclassShortName": "Drama", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Bardic Inspiration", + "amount": 1 + }, + "entries": [ + "Also at 3rd level, whenever you make an ability check, attack roll, or saving throw, you can expend one use of your {@classFeature Bardic Inspiration|Bard||1} to roll your Bardic Inspiration die and add it to the result. You can choose to do so after you roll, but before the DM tells you whether you succeed or fail.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." + ] + }, + { + "name": "Magnetic Presence", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 53, + "subclassShortName": "Drama", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you learn special techniques that allow you to draw the attention of others:", + { + "type": "list", + "items": [ + "Whenever you speak, you can cause your voice to boom up to five times as loud as normal.", + "You can cast the {@spell enthrall} spell once without expending a spell slot. You regain the use of this ability whenever you expend a spell slot of 3rd level or higher to cast a {@filter bard spell|spells|source=|class=bard} or when you finish a {@quickref resting|phb|2|0|long rest}.", + "As an action, you can cause light to shine down upon you. {@quickref Vision and Light|PHB|2||Bright white light} shines within a 5-foot radius, 20-foot-high cylinder centered on you, with {@quickref Vision and Light|PHB|2||dim light} shining a further 5 feet beyond the radius. The cylinder remains centered on you as you move. The light disappears when you become {@condition incapacitated} or when you choose to dismiss it on your turn (no action required)." + ] + } + ] + }, + { + "name": "Take a Bow", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 54, + "subclassShortName": "Drama", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, you can bask in the adoration of your fans and allies. When a friendly creature sees you reduce a hostile creature to 0 hit points or cast a {@filter spell of 6th level or higher|spells|source=|level=6;7;8;9|class=bard}, you can use your bonus action this turn to take a bow. When you do, you regain one expended use of your {@classFeature Bardic Inspiration|Bard||1}." + ] + }, + { + "name": "College of Fortune", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 55, + "subclassShortName": "Fortune", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Bards of the College of Fortune prefer games with high stakes to soaring songs. These bards, sometimes called card sharks or high rollers, entertain with their rarely surpassed talent for games of skill and chance. Inside the casino or out, these bards push their luck to the breaking point and then a bit further.", + "Bards in this college have a reputation as instigators that isn't entirely justified. High rollers don't go looking for trouble, they just have a habit of provoking fellow party members into taking long shots that don't always pan out. Despite that, no bard has a better chance of helping their companions clutch victory from the jaws of defeat than a card shark. The smart bet is always on the bard of the College of Fortune.", + { + "type": "refSubclassFeature", + "subclassFeature": "Gambler's Conceit|Bard|PHB|Fortune|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Push Your Luck|Bard|PHB|Fortune|UltimateAdventurer|3" + } + + ] + }, + { + "name": "Gambler's Conceit", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 55, + "subclassShortName": "Fortune", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you join the College of Fortune at 3rd level, you gain proficiency with all {@item gaming set|PHB|gaming sets} and your choice of one of the following skills: {@skill Deception}, {@skill Insight}, {@skill Perception}, or {@skill Sleight of Hand}.", + "In addition, you can use a gaming set (see “Equipment” in {@book Chapter 5|PHB|5} of the Player's Handbook) as a spellcasting focus for your bard spells." + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "deception", + "insight", + "perception", + "sleight of hand" + ], + "count": 1 + } + } + ], + "toolProficiencies": [ + { + "gaming sets": true + } + ] + }, + { + "name": "Push Your Luck", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 55, + "subclassShortName": "Fortune", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Bardic Inspiration", + "amount": 1 + }, + "entries": [ + "Starting at 3rd level, you impart your affinity for risky wagers to your compatriots when you inspire them. After a creature you inspired rolls a {@classFeature Bardic Inspiration|Bard||1} die, it can choose to roll an additional die of the same type (a {@dice d6} if your Bardic Inspiration die is a {@dice d6}, for example). If the additional die result is lower than the Bardic Inspiration die, the roll loses the benefit of the Bardic Inspiration die. If the additional die result is equal to or higher than the Bardic Inspiration die, add the result of both dice to the roll and the creature gains {@quickref temporary hit points|PHB|3|0} equal to the total of both dice. In either case, the Bardic Inspiration die is lost." + ] + }, + { + "name": "Pocket Ace", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 55, + "subclassShortName": "Fortune", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, when you complete a {@quickref resting|phb|2|0|long rest}, roll a die of the same type as your {@classFeature Bardic Inspiration|Bard||1} die (a {@dice d8} if your Bardic Inspiration die is a {@dice d8}, for example) and record the result as your pocket ace. After a creature you inspired rolls a Bardic Inspiration die, but before it chooses to use your {@subclassFeature Push Your Luck|Bard|PHB|Fortune|UltimateAdventurer|3} feature, you can exchange the result of its Bardic Inspiration die with your pocket ace. When you do, the Bardic Inspiration die result becomes your new pocket ace. You must choose to replace the result before the DM announces if the roll succeeds or fails.", + "In addition, you can expend your pocket ace at any time to add its result to one of your own attack rolls, ability checks, or saving throws." + ] + }, + { + "name": "High Roller", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 55, + "subclassShortName": "Fortune", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, + "entries": [ + "At 14th level, when a creature with one of your {@classFeature Bardic Inspiration|Bard||1} dice makes an ability check, attack roll, or saving throw and rolls a 20 on the d20, you regain one expended use of your Bardic Inspiration feature. When a creature with one of your Bardic Inspiration dice makes an ability check, attack roll, or saving throw, and rolls a 1 on the d20, that creature can expend the Bardic Inspiration die to roll the d20 again and must use the new result." + ] + }, + { + "name": "College of Pantomime", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 56, + "subclassShortName": "Pantomime", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Bards of the College of Pantomime, called mimes, are performers who believe that the purest form of entertainment does not require sound, but only immaculate use of facial expressions and body language. Mimes train to perfect this art of silent performance, and most take oaths to speak as little as possible and thereby make their craft and their life indistinguishable. A sufficiently skilled mime can even ascend their Pantomime into minor reality warping, whether it be to eschew the verbal components of spells or to create invisible magical constructs with which they and others can interact.", + "As such a mime, other bards may consider your artform strange, but they cannot help but recognize and respect your skill, understanding just how difficult it is to master your craft and the extraordinary commitment it takes. Those who do not dedicate their lives to performance, however, will often view you as a distracting and somewhat silly oddity, though the novelty of your craft in comparison to other bards will likely turn some heads.", + { + "type": "refSubclassFeature", + "subclassFeature": "Silent Treatment|Bard|PHB|Pantomime|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Pantomime Tricks|Bard|PHB|Pantomime|UltimateAdventurer|3" + } + ] + }, + { + "name": "Silent Treatment", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 56, + "subclassShortName": "Pantomime", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting when you join the College of Pantomime at 3rd level, you are able to communicate your meaning through gestures, facial expressions, and body language. As long as a creature can see you, you can communicate simple ideas and phrases to it without speaking. You do not need to share a language with the creature for it to understand you this way, but it must understand at least one language.", + "Additionally, you can ignore your {@classFeature Bardic Inspiration|Bard||1}'s requirement that a creature must be able to hear you as long as it can see you, and you can ignore the verbal components of your {@filter bard spells|spells|source=|class=bard|components & miscellaneous=verbal}. If a bard spell you cast would normally require you to speak for its effect, such as the {@spell suggestion} spell, a target can still be affected by the spell as long as it can see you, it speaks at least one language, and you add a somatic component to the spell in the form of gestures, facial expressions, and body language." + ] + }, + { + "name": "Pantomime Tricks", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 56, + "subclassShortName": "Pantomime", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Bardic Inspiration", + "amount": 1 + }, + "entries": [ + "Also at 3rd level, you learn {@filter pantomime tricks|optionalfeatures|source=|feature type=mime} that are given substance by your bardic magic. You learn two pantomime tricks of your choice, which are detailed below. You learn two additional tricks of your choice at 6th level, and one additional trick at 14th level. Each time you gain a level in this class, you can replace one pantomime trick you know with a different one.", + "Some of your pantomime tricks require your target to make a saving throw to resist the trick's effects. The saving throw DC is equal to your spell save DC.", + { + "type": "options", + "count": 2, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Box Trap|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Empty Calories|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Imaginary Weapon|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Rope Pull|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Slippery Terrain|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Trust Bridge|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Unseen Shield|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Windy Day|UltimateAdventurer" + } + ] + } + ] + }, + { + "name": "Extra Pantomime Tricks", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 56, + "subclassShortName": "Pantomime", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "You choose and gain two additional {@filter pantomime tricks|optionalfeatures|source=|feature type=mystattoo|prerequisite=sor} of your choice. You should have 4 pantomime tricks.", + "When you gain a level in this class, you can choose one of your pantomime tricks and replace it with another pantomime tricks." + ] + }, + { + "name": "Extra Pantomime Tricks", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 56, + "subclassShortName": "Pantomime", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, + "entries": [ + "You choose and gain one additional {@filter pantomime trick|optionalfeatures|source=|feature type=mystattoo|prerequisite=sor} of your choice. You should have 5 pantomime tricks.", + "When you gain a level in this class, you can choose one of your pantomime tricks and replace it with another pantomime tricks." + ] + }, + { + "name": "Master Mime", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 57, + "subclassShortName": "Pantomime", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, whenever you roll your {@classFeature Bardic Inspiration|Bard||1} die for a {@subclassFeature Pantomime Tricks|Bard|PHB|Pantomime|UltimateAdventurer|3||pantomime trick}, you can roll the die twice and use either result." + ] + }, + { + "name": "College of Puppetry", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 57, + "subclassShortName": "Puppetry", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Bards of the College of Puppetry specialize in entertaining with puppets and marionettes. Not content to master exclusively mundane skills on their subject of interest, these bards, called puppet masters, learn to create their own animated marionette companion. Every companion is painted and decorated unique to its puppet master – most are whimsical, some are intimidating, and others are unsettling.", + { + "type": "refSubclassFeature", + "subclassFeature": "Puppetcraft|Bard|PHB|Puppetry|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Animated Marionette|Bard|PHB|Puppetry|UltimateAdventurer|3" + } + ] + }, + { + "name": "Puppetcraft", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 57, + "subclassShortName": "Puppetry", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you join the College of Puppetry at 3rd level, you gain proficiency with {@item painter's supplies|PHB}, {@item weaver's tools|PHB}, and {@item woodcarver's tools|PHB}.", + "In addition, you can use a puppet or the control rod of a marionette as a spellcasting focus for your {@filter bard spells|spells|source=|class=bard}." + ], + "toolProficiencies": [ + { + "painter's supplies": true, + "weaver's tools": true, + "woodcarver's tools": true + } + ] + }, + { + "name": "Animated Marionette", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 57, + "subclassShortName": "Puppetry", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, you have learned to create a puppet companion. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the {@creature animated marionette|UltimateAdventurer} stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance, which has no effect on its game statistics.", + "In combat, the animated marionette shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action, unless you use a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You must be holding the marionette's control rod to use a bonus action to command it. If you are incapacitated, the marionette can take any action of its choice, not just {@action Dodge}.", + "If the {@spell mending} cantrip is cast on it and it has at least 1 hit point, it regains {@dice 2d6} hit points. If it has died within the last hour, you can use your {@item woodcarver's tools|PHB} as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The animated marionette returns to life after 1 minute with all its hit points restored.", + "While the animated marionette has one of your {@classFeature Bardic Inspiration|Bard||1} dice, you can use your reaction to roll and expend the die when a creature within 30 feet of the marionette makes an ability check, attack roll, or saving throw. When you do, add the result of the Bardic Inspiration die to the roll. You can choose to use this ability after the {@dice d20} is rolled but must use it before the DM declares whether the roll was a success or a failure.", + "When you expend a spell slot of 6th level or higher to cast a {@filter bard spell|spells|source=|class=bard} and your animated marionette has less than three uses of its tangled thread action, it regains one use of the action.", + "At the end of a {@quickref resting|phb|2|0|long rest}, you can create a new animated marionette if you have your {@item woodcarver's tools|PHB} with you. If you already have an animated marionette from this feature, the first one immediately perishes. The marionette also perishes if you die." + ] + }, + { + "name": "Master of Puppets", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 57, + "subclassShortName": "Puppetry", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, while a creature who is not immune to being charmed has its movement speed reduced to 0 by your {@creature animated marionette|UltimateAdventurer}’s tangled thread, you can use a bonus action on your turn to command the creature to take one of the actions in its stat block or the {@action Dash} or {@action Help} action. When you do, the reduced movement speed condition ends and the creature immediately uses its reaction to take the commanded action targeting a creature or creatures of your choice if applicable." + ] + }, + { + "name": "Storm of Strings", + "source": "UltimateAdventurer", + "className": "Bard", + "classSource": "PHB", + "page": 58, + "subclassShortName": "Puppetry", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, + "entries": [ + "Starting at 14th level, when you command your {@creature animated marionette|UltimateAdventurer} to use its Tangled Thread action, you can choose to target all creatures of your choice within 30 feet of the animated marionette, instead of one creature within 60 feet. Once you do, you can’t use this feature again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Way of Internal Alchemy", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 85, + "subclassShortName": "Internal Alchemy", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Monks following the Way of Internal Alchemy use a mystical practice to transmute their ki that mirrors traditional alchemy. Along with practicing traditional and internal alchemy, these monks subscribe to a life philosophy that emphasizes harmony and spontaneity. Some practitioners ingest alchemical reagents designed to extend their lives or enhance their mystical powers.", + { + "type": "refSubclassFeature", + "subclassFeature": "Alchemical Cauldron-Body|Monk|PHB|Internal Alchemy|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Monk|PHB|Internal Alchemy|UltimateAdventurer|3" + } + ] + }, + { + "name": "Alchemical Cauldron-Body", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 85, + "subclassShortName": "Internal Alchemy", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting when you choose this tradition at 3rd level, you learn a special meditative practice that allows you to refine your ki. When you regain your expended ki at the end of a {@quickref resting|phb|2|0|short or long rest}, divide your ki points into two pools: bright ki and dim ki. Unless a feature or ability specifies it requires a dim ki or a bright ki, you can spend either to activate the ability.", + "Additionally, some of your ki features gain additional benefits depending on the type of ki used to activate them.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Flurry of Blows", + "entries": [ + "When you use bright ki to activate this feature and you miss with at least one of the attacks, you can make one additional unarmed strike as part of the same bonus action. When you use dim ki to activate this feature, each creature hit by one of these unarmed strikes cannot take reactions until the start of its next turn." + ] + }, + { + "type": "item", + "name": "Patient Defense", + "entries": [ + "When you use dim ki to activate this feature, you also roll your {@classFeature Martial Arts|Monk||1} die and gain that many {@quickref temporary hit points|PHB|3|0}. You lose any remaining temporary hit points granted by this feature after 1 minute." + ] + }, + { + "type": "item", + "name": "Step of the Wind", + "entries": [ + "When you use bright ki to activate this feature, you can use a bonus action to take the {@action Disengage} and {@action Dash} action instead of having to choose just one." + ] + } + ] + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 86, + "subclassShortName": "Internal Alchemy", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, you gain proficiency with {@item alchemist's supplies|PHB}." + ], + "toolProficiencies": [ + { + "alchemist's supplies": true + } + ] + }, + { + "name": "Imbalance Enemy", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 86, + "subclassShortName": "Internal Alchemy", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 1 + }, + "entries": [ + "At 6th level, when you deal damage to a creature with an unarmed strike or {@classFeature Martial Arts|Monk||1||monk weapon}, you can spend 1 ki point to afflict the creature with an energy imbalance for 1 minute.", + "If you spent {@subclassFeature Alchemical Cauldron-Body|Monk|PHB|Internal Alchemy|UltimateAdventurer|3||dim ki}, while the creature is imbalanced and uses any of its movement on its turn, it has disadvantage on all ability checks and attack rolls it makes until the end of its turn.", + "If you spent {@subclassFeature Alchemical Cauldron-Body|Monk|PHB|Internal Alchemy|UltimateAdventurer|3||bright ki}, while the creature is imbalanced, it has disadvantage on all ability checks and attack rolls it makes on its turn until it has used all of its movement.", + "The creature can use an action on its turn to end the energy imbalance early, taking {@damage 1d6} + half your monk level damage when it does so. This damage is necrotic if you spent dim ki or radiant if you spent bright ki." + ] + }, + { + "name": "Breath Mastery", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 86, + "subclassShortName": "Internal Alchemy", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "entries": [ + "At 11th level, your spiritual essence has been refined to the degree that you need only suspire the pure energy of the multiverse. While you have 1 or more ki points, you have a {@quickref Flying Movement|PHB|3|0|flying speed} equal to your walking speed and you do not need to breathe." + ] + }, + { + "name": "Perfect Balance", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 86, + "subclassShortName": "Internal Alchemy", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you have learned to temporarily enter a state of total alchemical balance. As a bonus action on your turn, you can enter this state for 1 minute. While in a state of alchemical balance, the first time you spend ki each turn, you gain 1 ki point. If you spend a {@subclassFeature Alchemical Cauldron-Body|Monk|PHB|Internal Alchemy|UltimateAdventurer|3||bright ki}, you gain a {@subclassFeature Alchemical Cauldron-Body|Monk|PHB|Internal Alchemy|UltimateAdventurer|3||dim ki}. If you spend a dim ki, you gain a bright ki. After you use this feature, you cannot use it again until you complete a {@quickref resting|phb|2|0|short or long rest}." + ] + }, + { + "name": "Way of Kabuki", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 86, + "subclassShortName": "Kabuki", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "The Way of Kabuki is not practiced or taught in a stationary monastery, but in traveling theater troupes that seek to delight, awe, and shock audiences with bizarre, over-the-top performances. Monks of this tradition wear gaudy, avante-garde costumes with mask-like face paint, and utilize exaggerated movements and sounds to put on dance-dramas featuring outlandish humor and often ribald scenarios. They use stage names, and many actor monks go through several over the span of their career, reinventing themselves as they see fit, or as offended nobles and politicians demand retribution for perceived insults.", + "Despite its appearance of irreverence and iconoclasm, the Way of Kabuki is rooted in a long tradition of honor and respect for the art and magic of showmanship and fellow actors. Performer monks too old to continue traveling, or wanting to use a new stage name, take on an apprentice and teach them the art of kabuki, eventually passing their moniker to the young performer in elaborate ceremonies called shumei. This young monk then spends their life continuing the legacy of the name, and eventually passes it to an apprentice of their own.", + { + "type": "refSubclassFeature", + "subclassFeature": "Theater Training|Monk|PHB|Kabuki|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Spellcasting|Monk|PHB|Kabuki|UltimateAdventurer|3" + } + ] + }, + { + "name": "Theater Training", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 86, + "subclassShortName": "Kabuki", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you choose this tradition at 3rd level, you gain proficiency in your choice of one of the following skills: {@skill Acrobatics}, {@skill Insight}, {@skill Performance}, or {@skill Sleight of Hand}. Alternatively, you can choose to gain proficiency with {@item disguise kit|PHB|disguise kits} or an {@item musical instrument|PHB|instrument} of your choice." + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "acrobatics", + "insight", + "performance", + "sleight of hand" + ], + "count": 1 + } + } + ], + "toolProficiencies":[ + { + "disguise kit": true, + "musical instrument": true + } + ] + }, + { + "name": "Spellcasting", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 87, + "subclassShortName": "Kabuki", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, you tap into the enthralling magic of performance, allowing you to cast spells. See {@book Chapter 10|PHB|10} in the Player's Handbook for the general rules of spellcasting, and chapter 11 for the {@filter bard spell list|spells|source=|class=bard|components & miscellaneous==}.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You learn {@filter two cantrips of your choice from the bard spell list|spells|source=|level=0|class=bard|components & miscellaneous==}. You learn another bard cantrip of your choice at 10th level." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Kabuki Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all of your expended spell slots when you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "type": "entries", + "name": "Spells Known of 1st-Level and Higher", + "entries": [ + "You know three 1st-level bard spells of your choice, two of which you must choose from the {@filter enchantment and illusion spells on the bard spell list|spells|source=|level=1|class=bard|components & miscellaneous==|school=e;i}.", + "The Spells Known column of the Kabuki Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.", + "The spells you learn at 8th, 14th, and 20th level can come from any school of magic.", + "Whenever you gain a level in this class, you can replace one bard spell you know with another spell from the bard spell list. The new spell must be of a level for which you have spell slots, and must be an {@filter enchantment or illusion spell|spells|source=|level=1;2;3;4|class=bard|components & miscellaneous==|school=e;i}, unless you're replacing the spell you gained at 8th, 14th, or 20th level." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Wisdom is your spellcasting ability for your bard spells, since the effectiveness of your magic depends on your ability to understand your audience's proclivities as you perform. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.", + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "wis" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "wis" + ] + } + + ] + } + ] + }, + { + "name": "Outlandish Showman", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 87, + "subclassShortName": "Kabuki", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 1 + }, + "entries": [ + "Starting at 6th level, you can use your ki to enliven your performances. You gain the following benefits.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Ki-Fueled Flourish", + "entries": [ + "When you make a Charisma ({@skill Performance}) check, you can spend 1 ki point to gain advantage on the roll." + ] + }, + { + "type": "item", + "name": "Projection Specialist", + "entries": [ + "You can spend 1 ki point as an action to make your voice boom up to three times as loud as normal for 10 minutes. You can end this effect at any time (no action required by you)." + ] + }, + { + "type": "item", + "name": "Distracting Defense", + "entries": [ + "When you use your {@classFeature ki|Monk||2||Patient Defense}, you can spend an additional 1 ki point to engage in a distracting performance. If you do, until the start of your next turn, when an enemy makes an attack against a creature within 5 feet of you, it makes the attack roll with disadvantage if it can see or hear you. This ability has no effect on a creature that is immune to being {@condition charmed}." + ] + } + ] + } + ] + }, + { + "name": "Performance Arts", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 87, + "subclassShortName": "Kabuki", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 1 + }, + "entries": [ + "At 11th level, you gain the ability to combine your magic with your martial skills, creating a grander show. Casting a {@filter cantrip with a casting time of 1 action|spells|source=|level=0|class=bard|components & miscellaneous==|cast time=action} counts as taking the {@action Attack} action for the purpose of your Martial Arts' bonus action attack and using your {@classFeature ki|Monk||2||Flurry of Blows}.", + "Additionally, when you cast a {@filter spell of 1st level or higher with a casting time of 1 action|spells|source=|level=1;2;3;4|class=bard|components & miscellaneous==|school=e;i|cast time=action} on your turn, you can spend 1 ki point and use your bonus action to gain a bonus to your AC until the start of your next turn. The bonus is equal to the spell's level." + ] + }, + { + "name": "Consummate Performer", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Kabuki", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you learn to use your audience's delight to fuel your spiritual power. When you use your action to cast a {@filter bard spell of 1st level or higher|spells|source=|level=1;2;3;4|class=bard|components & miscellaneous==|school=e;i|cast time=action}, you can use your bonus action this turn to bask in your audience's energy. When you do, you regain a number of your expended ki points equal to the spell's level. At least one other creature must have seen or heard you cast the spell for you to use this feature." + ] + }, + { + "name": "Way of the Peaceful Warrior", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Peaceful Warrior", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Monks of the Way of the Peaceful Warrior understand that violence is sometimes necessary to accomplish objectives, but far prefer to disarm their opponents than maim or kill them. They believe in mercy and redemption, and will always try to guide those they meet to a better path, to a higher road. These monks excel at diffusing tense situations and resolving conflicts with the fewest possible injuries and casualties.", + { + "type": "refSubclassFeature", + "subclassFeature": "Give Peace a Chance|Monk|PHB|Peaceful Warrior|UltimateAdventurer|3" + } + ] + }, + { + "name": "Give Peace a Chance", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Peaceful Warrior", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 1 + }, + "entries": [ + "Starting when you choose this tradition at 3rd level, you can use your ki points for a variety of effects:", + { + "type": "list", + "items": [ + "You can spend 2 ki points to cast {@spell calm emotions}. Wisdom is your spellcasting ability for the spell.", + "When you hit a creature with a melee attack using a {@classFeature Martial Arts|Monk||1||monk weapon} or an unarmed strike, you can spend 1 ki point to attempt to disarm the target. The target must succeed on a Strength saving throw or drop an object of your choice that it's holding.", + "When you end your turn in combat without having dealt damage to a creature, you can spend 1 ki point to gain {@quickref temporary hit points|PHB|3|0} equal to your monk level." + ] + }, + "Additionally, when you hit a creature with a monk weapon or unarmed strike, you can choose to have the attack deal no damage, but still apply the attack's other effects." + ] + }, + { + "name": "Fist of Mercy", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Peaceful Warrior", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 1 + }, + "entries": [ + "Starting at 6th level, when you would reduce a hostile creature to 0 hit points with a {@classFeature Martial Arts|Monk||1||monk weapon} or unarmed strike, you can choose to reduce it to 1 hit point instead. If you do, the creature becomes {@condition charmed} by you for 10 minutes. While it is charmed this way, it can't make attacks or cast harmful spells, and you have advantage on Wisdom ({@skill Insight}) checks you make involving the creature.", + "This effect ends early if it is in any way harmed by you or your companions. When the charmed condition ends, the creature chooses whether to remain friendly to you based on how you and your companions treated it while it was charmed. Once you use this feature, you must finish a {@quickref resting|phb|2|0|short or long rest} before you can use it again." + ] + }, + { + "name": "Pacifist's Rebuke", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Peaceful Warrior", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 2 + }, + "entries": [ + "Starting at 11th level, you can use your reaction to deflect or parry the blow when you are hit by a melee attack. The damage you take from the attack is reduced by {@dice 1d10} + your Dexterity modifier + your monk level.", + "If you reduce the damage to 0 and the attacker is within your reach, you can spend 2 ki points to quickly strike the attacker's pressure points as part of the same reaction. If you do, the attacker must succeed on a Constitution saving throw or have disadvantage on attack rolls for 1 minute. As an action, the creature can repeat the saving throw, ending the effect on itself on a successful save." + ] + }, + { + "name": "Aura of Tranquility", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Peaceful Warrior", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 3 + }, + "entries": [ + "Starting at 17th level, you learn to manifest your will for peace as an aura around yourself. As an action, you can spend 3 ki points to create this 30-foot radius aura centered on you. The aura stays centered on you as you move. You and each other creature inside the aura has disadvantage on attack rolls and resistance to all damage.", + "The aura lasts for 1 minute. It ends early if you cause a creature to take damage or if you choose to end it on your turn as a bonus action." + ] + }, + { + "name": "Way of the Presence", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Presence", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "You follow a monastic tradition that teaches you to harness the energy field created by and connecting all living things. While monks of this tradition refer to this field as The Great Presence, it is known by many names, such as the Weave, the Life Wind, and the Force. Using your ki, you tap into The Great Presence to affect your body and the world around you. Some Presence monasteries teach their acolytes to seek enlightenment by forgoing their earthly attachments and moving past emotion, while others train their acolytes to use emotional extremes as fuel for their powers, to utilize any and all means to attain their goals and grasp their destiny.", + "No matter which path you choose to follow, all aspects of the Presence are available for you to explore, and your mystic training gives you greater understanding of the workings of the multiverse.", + { + "type": "refSubclassFeature", + "subclassFeature": "Acolyte of the Multiverse|Monk|PHB|Presence|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Disciple of the Presence|Monk|PHB|Presence|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Presence Disciplines|Monk|PHB|Presence|UltimateAdventurer|3" + } + ] + }, + { + "name": "Acolyte of the Multiverse", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 89, + "subclassShortName": "Presence", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you choose this tradition at 3rd level, you learn to see how all aspects of the multiverse are connected. You gain proficiency in the {@skill Arcana} skill, and can use Wisdom, instead of Intelligence, for ability checks you make using the skill." + ], + "skillProficiencies": [ + { + "arcana": true + } + ] + }, + { + "name": "Disciple of the Presence", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 89, + "subclassShortName": "Presence", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Ki" + }, + "entries": [ + "Also at 3rd level, you learn magical disciplines that utilize the bonds that connect all things. A discipline requires you to spend ki points each time you use it.", + "You know the {@optfeature Presence Attunement|UltimateAdventurer} discipline and two other presence disciplines of your choice, which are detailed in the {@filter Presence Disciplines|optionalfeatures|feature type=dis}. You learn an additional presence discipline of your choice at 4th, 5th, 6th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. Each discipline is classified as Dark, Light, or Neutral, which are referenced by later Way of the Presence features. You can learn any presence discipline, regardless of its classification.", + "Whenever you gain a level in this class, you can replace one presence discipline you know with a different discipline.", + { + "type": "entries", + "name": "Casting Presence Spells", + "entries": [ + "Some presence disciplines allow you to cast spells. See {@book Chapter 10|PHB|10} of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. Wisdom is your spellcasting ability for your presence discipline spells.", + "Once you reach 7th level in this class, you can spend additional ki points to increase the level of a presence discipline spell that you cast, provided that the spell has an enhanced effect at a higher level, as {@spell cure wounds} does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 7th-level monk and use Presence Heal to cast {@spell cure wounds}, you can spend 3 ki points to cast it as a 2nd-level spell (the discipline's base cost of 2 ki points plus 1).", + "The maximum number of ki points you can spend to cast a spell this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells and Ki Points table.", + { + "type": "table", + "caption": "Spells and Ki Points", + "colLabels": [ + "Monk Level", + "Maximum Ki Points for a Spell" + ], + "colStyles": [ + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + "7th–12th", + "3" + ], + [ + "13th–18th", + "4" + ], + [ + "19th–20th", + "5" + ] + ] + } + ] + } + ] + }, + { + "name": "Presence Disciplines", + "source": "UltimateAdventurer", + "page": 90, + "className": "Monk", + "classSource": "PHB", + "subclassShortName": "Presence", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, + "entries": [ + "The presence disciplines are presented in the order of level requirement, and in alphabetical order within those categories. If a discipline requires a level, you must be at least that level in this class to learn the discipline.", + { + "type": "options", + "count": 3, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Animal Bond|UltimateAdventurer", + "name": "Animal Bond (Neutral)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Aura Detection|UltimateAdventurer", + "name": "Aura Detection (Neutral)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Battlemind|UltimateAdventurer", + "name": "Battlemind (Light)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Energy Absorption|UltimateAdventurer", + "name": "Energy Absorption (Neutral)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Mental Whispers|UltimateAdventurer", + "name": "Mental Whispers (Dark)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Attunement|UltimateAdventurer", + "name": "Presence Attunement (Neutral)", + "data": { + "isRequiredOption": true + } + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Drain|UltimateAdventurer", + "name": "Presence Drain (Dark)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Heal|UltimateAdventurer", + "name": "Presence Heal (Light)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Push|UltimateAdventurer", + "name": "Presence Push (Neutral)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Throw|UltimateAdventurer", + "name": "Presence Throw (Neutral)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Reinforce Will|UltimateAdventurer", + "name": "Reinforce Will (Light)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Weaken Will|UltimateAdventurer", + "name": "Weaken Will (Dark)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Weapon Throwing|UltimateAdventurer", + "name": "Weapon Throwing (Neutral)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Conquer Emotion|UltimateAdventurer", + "name": "Conquer Emotion (Light, 7th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Invade Mind|UltimateAdventurer", + "name": "Invade Mind (Dark, 7th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Mind Search|UltimateAdventurer", + "name": "Mind Search (Neutral, 7th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Mind Trick|UltimateAdventurer", + "name": "Mind Trick (Neutral, 7th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Blind|UltimateAdventurer", + "name": "Presence Blind (Light, 7th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Choke|UltimateAdventurer", + "name": "Presence Choke (Dark, 7th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Hold|UltimateAdventurer", + "name": "Presence Hold (Neutral, 7th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Grip|UltimateAdventurer", + "name": "Presence Grip (Neutral, 7th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Sight|UltimateAdventurer", + "name": "Presence Sight (Neutral, 7th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Whirlwind|UltimateAdventurer", + "name": "Presence Whirlwind (Neutral, 7th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "See Truth|UltimateAdventurer", + "name": "See Truth (Light, 7th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Summon Darkness|UltimateAdventurer", + "name": "Summon Darkness (Dark, 7th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Danger Vision|UltimateAdventurer", + "name": "Danger Vision (Light, 13th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Farsight|UltimateAdventurer", + "name": "Farsight (Neutral, 13th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Hibernation Trance|UltimateAdventurer", + "name": "Hibernation Trance (Light, 13th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Mental Defense|UltimateAdventurer", + "name": "Mental Defense (Neutral, 13th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Deflection|UltimateAdventurer", + "name": "Presence Deflection (Neutral, 13th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Lightning|UltimateAdventurer", + "name": "Presence Lightning (Dark, 13th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Seed Paranoia|UltimateAdventurer", + "name": "Seed Paranoia (Dark, 13th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Summon Fear|UltimateAdventurer", + "name": "Summon Fear (Dark, 13th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Summon Light|UltimateAdventurer", + "name": "Summon Light (Light, 13th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Destroy Life|UltimateAdventurer", + "name": "Destroy Life (Dark, 19th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Enhance Prowess|UltimateAdventurer", + "name": "Enhance Prowess (Neutral, 19th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Honorable Combat|UltimateAdventurer", + "name": "Honorable Combat (Light, 19th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Resilience|UltimateAdventurer", + "name": "Presence Resilience (Light, 19th Level Required)" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Presence Storm|UltimateAdventurer", + "name": "Presence Storm (Dark, 19th Level Required)" + } + ] + } + ] + }, + { + "name": "Disciple's Decision", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 90, + "subclassShortName": "Presence", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, each follower of the Presence must choose an ideological path to follow on their journey to mystic mastery: Dark, Gray, or Light. Your choice grants you immediate benefits, and is used by later Way of the Presence features.", + { + "type": "entries", + "name": "Dark", + "entries": [ + "You embrace the path of emotion, training yourself to draw power from emotional extremes. You specialize in disciplines that harm and demoralize your foes. You learn the {@spell shocking grasp} cantrip. Wisdom is your spellcasting ability for it, and casting {@spell shocking grasp} counts as you taking the {@action Attack} action with an unarmed strike for the purpose of your monk features." + ] + }, + { + "type": "entries", + "name": "Gray", + "entries": [ + "You seek balance between the two extremes of Dark and Light, choosing not to deny your emotions but also refusing to allow them to consume you. You specialize in both Dark and Light techniques, seeking greater understanding of the Presence through their interweaving. You learn one additional {@filter Dark discipline|optionalfeatures|source=|feature type=ddis|level=!level 10;!level 18;!level 5;!level 3;!level 7;!level 15;!level 9;!level 12;!level 13;!level 19} of your choice and one additional {@filter Light discipline|optionalfeatures|source=|feature type=ldis|level=!level 10;!level 18;!level 5;!level 3;!level 7;!level 15;!level 9;!level 12;!level 13;!level 19} of your choice. Neither discipline can have a level prerequisite." + ] + }, + { + "type": "entries", + "name": "Light", + "entries": [ + "You embrace the path of logic, training yourself to suppress strong emotions and draw power from tranquility. You specialize in disciplines that aim to avoid conflict, but that bolster your allies if you must engage in violence. You learn the {@spell guidance} cantrip. Wisdom is your spellcasting ability for it, and when you cast {@spell guidance}, you can roll your Martial Arts die and gain that many {@quickref temporary hit points|PHB|3|0}." + ] + } + ] + }, + { + "name": "Presence Adept", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 90, + "subclassShortName": "Presence", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 2 + }, + "entries": [ + "At 11th level, your efficiency with your presence disciplines increases, granting you a benefit depending on which path you chose as your {@subclassFeature Disciple's Decision|Monk|PHB|Presence|UltimateAdventurer|6}. Each benefit reduces the ki point costs of certain types of disciplines. You can reduce the cost of disciplines with this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a {@quickref resting|phb|2|0|long rest}.", + { + "type": "entries", + "name": "Dark", + "entries": [ + "When you use a {@filter Dark or Neutral discipline|optionalfeatures|source=|feature type=ndis;ldis}, after you determine how many ki points you wish to spend for it, you can choose to reduce the discipline's ki point cost by 1 for this use." + ] + }, + { + "type": "entries", + "name": "Gray", + "entries": [ + "When you use a {@filter Dark or Light discipline|optionalfeatures|source=|feature type=ldis;ddis}, after you determine how many ki points you wish to spend for it, you can choose to reduce the discipline's ki point cost by 1 for this use." + ] + }, + { + "type": "entries", + "name": "Light", + "entries": [ + "When you use a {@filter Light or Neutral discipline|optionalfeatures|source=|feature type=ndis;ldis}, after you determine how many ki points you wish to spend for it, you can choose to reduce the discipline's ki point cost by 1 for this use." + ] + } + ] + }, + { + "name": "Mystic Mastery", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 90, + "subclassShortName": "Presence", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "entries": [ + "At 17th level, you attain mastery of your path's disciplines, granting you a benefit depending on which path you chose as your {@subclassFeature Disciple's Decision|Monk|PHB|Presence|UltimateAdventurer|6}.", + { + "type": "entries", + "name": "Dark", + "entries": [ + "It costs you 1 fewer ki point to use {@filter Dark disciplines|optionalfeatures|source=|feature type=ddis}." + ] + }, + { + "type": "entries", + "name": "Gray", + "entries": [ + "When you use a {@filter Dark or Light discipline|optionalfeatures|source=|feature type=ldis;ddis}, you can choose for this use of it to cost 1 fewer ki point. Once you use this ability, you can't use it again unless you use it to reduce the cost of a discipline of the other type." + ] + }, + { + "type": "entries", + "name": "Light", + "entries": [ + "It costs you 1 fewer ki point to use {@filter Light disciplines|optionalfeatures|source=|feature type=ldis}." + ] + } + ] + }, + { + "name": "Way of the Tattooed Temple", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 91, + "subclassShortName": "Tattooed Temple", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Some monks treat their bodies as temples and adorn them with vivid art honoring their values. Practitioners of the Way of the Tattooed Temple ink their bodies as they reach milestones in their personal journey, infusing some of these tattoos with mystical energy that evokes magical properties from the ink. Although some look askance at the appearance of these monks, none doubt their supernatural power.", + { + "type": "refSubclassFeature", + "subclassFeature": "Inked|Monk|PHB|Tattooed Temple|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mystical Tattoos|Monk|PHB|Tattooed Temple|UltimateAdventurer|3" + } + ] + }, + { + "name": "Inked", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 91, + "subclassShortName": "Tattooed Temple", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Ki" + }, + "entries": [ + "Starting at 3rd level, you gain proficiency with {@item tattooist's tools|UltimateAdventurer}. In addition, choose and gain two {@filter mystical tattoos|optionalfeatures|source=|feature type=mystattoo|prerequisite=sor}, which are detailed under “Mystical Tattoos” below. You choose and gain an additional two mystical tattoos at 6th level and again at 11th level. Wisdom is your spellcasting ability for any spells you cast using your mystical tattoos.", + "When you gain a level in this class, you can choose one of your mystical tattoos and replace it with another mystical tattoo." + ], + "toolProficiencies": [ + { + "tatooist's tools": true + } + ] + }, + { + "name": "Mystical Tattoos", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 91, + "subclassShortName": "Tattooed Temple", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Ki" + }, + "entries": [ + "When you gain a mystical tattoo, you tattoo yourself or instruct another to tattoo you.", + { + "type": "options", + "count": 2, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Crane|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Eye|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Mandala|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Mask|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Monkey|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Mountain|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Snake|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Spider|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Sun|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Tiger|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Tree|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Tsunami|UltimateAdventurer" + } + ] + } + ] + }, + { + "name": "Extra Mystical Tattoos", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Tattooed Temple", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "You choose and gain two additional {@filter mystical tattoos|optionalfeatures|source=|feature type=mystattoo|prerequisite=sor} of your choice. You should have 4 mystical tattoos.", + "When you gain a level in this class, you can choose one of your mystical tattoos and replace it with another mystical tattoo." + ] + }, + { + "name": "Extra Mystical Tattoos", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 91, + "subclassShortName": "Tattooed Temple", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "entries": [ + "You choose and gain two additional {@filter mystical tattoos|optionalfeatures|source=|feature type=mystattoo|prerequisite=sor} of your choice. You should have 6 mystical tattoos.", + "When you gain a level in this class, you can choose one of your mystical tattoos and replace it with another mystical tattoo." + ] + }, + { + "name": "Living Canvas", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 92, + "subclassShortName": "Tattooed Temple", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, ink flows across your skin when you will it. When you complete a {@quickref resting|phb|2|0|short or long rest} you can choose a {@filter mystical tattoo|optionalfeatures|source=|feature type=mystattoo|prerequisite=sor}. You gain this tattoo until you use this feature again." + ] + }, + { + "name": "Way of Thorns", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 197, + "subclassShortName": "Thorns", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Monks of the Way of Thorns embrace nature in all its aspects. They are at once in harmony with nature and ferocious guardians of its pristine condition. Monasteries of this tradition are sprawling gardens, where the monks learn to cultivate plants as beautiful as they are dangerous.", + { + "type": "refSubclassFeature", + "subclassFeature": "Herblore|Monk|PHB|Thorns|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Thorn Style|Monk|PHB|Thorns|UltimateAdventurer|3" + } + ] + }, + { + "name": "Herblore", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 197, + "subclassShortName": "Thorns", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting when you choose this tradition at 3rd level, you gain proficiency with {@item herbalism kit|PHB|herbalism kits} and in one of the following skills or your choice: {@skill Nature} or {@skill Survival}." + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "nature", + "survival" + ], + "count": 1 + } + } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } + ] + }, + { + "name": "Thorn Style", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 93, + "subclassShortName": "Thorns", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 1 + }, + "entries": [ + "Starting at 3rd level, you learn the {@spell druidcraft} and {@spell thorn whip} cantrips, and can cast them without material components. Wisdom is your spellcasting ability for these spells. You can spend 1 ki point to cast one of these cantrips as a bonus action.", + "When you hit a creature with your {@spell thorn whip}, it takes additional piercing damage equal to your Wisdom modifier (minimum 1)." + ] + }, + { + "name": "Nature's Thicket", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 93, + "subclassShortName": "Thorns", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 2 + }, + "entries": [ + "Starting at 6th level, you can harness the natural world to impede your foes and aid your allies. You can spend 2 ki points to cast the {@spell spike growth} spell, without material components. When you do so, you can choose any number of creatures that you can see. Chosen creatures do not take damage from the spell and ignore the {@quickref difficult terrain|PHB|4} it creates. When a chosen creature starts its turn in the spell's area, it gains {@dice 2d4} {@quickref temporary hit points|PHB|3|0}. Chosen creatures lose any temporary hit points granted in this way when the spell ends." + ] + }, + { + "name": "Plantspeaker", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 93, + "subclassShortName": "Thorns", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 3 + }, + "entries": [ + "At 11th level, you learn to tap into the flora around you for aid. You can spend 3 ki points to cast the {@spell plant growth} or {@spell speak with plants} spells.", + "In addition, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. You also have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the {@spell entangle} spell." + ] + }, + { + "name": "Wall of Roses", + "source": "UltimateAdventurer", + "className": "Monk", + "classSource": "PHB", + "page": 93, + "subclassShortName": "Thorns", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "consumes": { + "name": "Ki", + "amount": 8 + }, + "entries": [ + "Starting at 17th level, you can spend 8 ki points to cast the {@spell wall of thorns} spell. When you do, colorful flowers sprout along the wall and you can choose any number of creatures that you can see. Chosen creatures do not take damage from the spell and ignore the {@quickref difficult terrain|PHB|4} it creates. Additionally, each chosen creature regains {@dice 1d8} hit points when it starts its turn within 5 feet of the wall." + ] + }, + { + "name": "Order of the Dragoon", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 182, + "subclassShortName": "Dragoon", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Dragon slaying is a discipline that dates back eons, originating the first time a scaled shadow loomed over humanoid prey. Dragons, however, are not easy targets; they have annihilated and struck fear in the hearts of many glory hounds that have come for their heads. Seeking success where their predecessors have failed, blood hunters of the Order of the Dragoon aim to use these predators' powers against them.", + "With the hemocraft granted by the Hunter's Bane, this order drinks dragon blood and binds it to their own, strengthening their bodies and utilizing draconic abilities such as the fearsome breath weapon. They make mighty leaps to strike their ancient quarry from the skies, and won't stop until humanoids no longer fear shadows passing overhead.", + { + "type": "refSubclassFeature", + "subclassFeature": "Dragon Blood|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Rite of the Wyrm|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Draconic Leap|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|3" + } + ] + }, + { + "name": "Dragon Blood", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 182, + "subclassShortName": "Dragoon", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you join this order at 3rd level, choose the type of dragon blood you have drunk from the Dragon Blood table. The damage type and {@subclassFeature breath weapon|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|7} associated with each dragon blood are used by features you gain later from this order. If you have a vial of blood from a different type of dragon, you can drink it with the Use an Object action, replacing your previous dragon blood with the new one.", + { + "type": "table", + "caption": "Dragon Blood", + "colLabels": [ + "Dragon", + "Damage Type", + "Breath Weapon" + ], + "colStyles": [ + "col-2 text-center", + "col-3 text-center", + "col-3 text-center" + ], + "rows": [ + [ + "Amethyst", + "Force", + "Singularity" + ], + [ + "Black", + "Acid", + "Destructive" + ], + [ + "Blue", + "Lightning", + "Destructive" + ], + [ + "Brass", + "Fire", + "Sleep" + ], + [ + "Bronze", + "Lightning", + "Repulsion" + ], + [ + "Copper", + "Acid", + "Slowing" + ], + [ + "Crystal", + "Radiant", + "Scintillating" + ], + [ + "Emerald", + "Psychic", + "Disorienting" + ], + [ + "Gold", + "Fire", + "Weakening" + ], + [ + "Green", + "Poison", + "Destructive" + ], + [ + "Red", + "Fire", + "Destructive" + ], + [ + "Sapphire", + "Thunder", + "Debilitating" + ], + [ + "Silver", + "Cold", + "Paralyzing" + ], + [ + "White", + "Cold", + "Destructive" + ], + [ + "Topaz", + "Necrotic", + "Desiccating" + ] + ] + } + ] + }, + { + "name": "Rite of the Wyrm", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 183, + "subclassShortName": "Dragoon", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, you learn the Rite of the Wyrm as part of your {@classFeature Crimson Rite|Blood Hunter|BH2022|2} feature. When you activate the Rite of the Wyrm, the extra damage dealt by your rite is the damage type associated with your {@subclassFeature dragon blood|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|3}. Additionally, while that rite is active on your weapon, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to damage of the type your rite deals.", + "When you hit a dragon with a weapon for which the Rite of the Wyrm is active, you roll an additional hemocraft die and add it to the weapon's damage roll." + ] + } + ] + }, + { + "name": "Draconic Leap", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 183, + "subclassShortName": "Dragoon", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, the strength granted by the dragon blood flowing through your veins allows you to make mighty leaps into the air. Instead of moving normally on your turn, you can choose to launch yourself from the ground into the air, landing in an unoccupied space on the ground within a range equal to your walking speed.", + "When you do, you launch yourself vertically a number of feet up to five times your blood hunter level. {@action opportunity attack|PHB|Opportunity attacks} provoked by the leap have disadvantage, and you don't suffer {@quickref falling|XGE|2|0|falling damage} as a result of the leap.", + "Additionally, any damage you take due to falling is reduced by an amount equal to five times your blood hunter level." + ] + }, + { + "name": "Breath Weapon", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 183, + "subclassShortName": "Dragoon", + "subclassSource": "UltimateAdventurer", + "level": 7, + "header": 2, + "entries": [ + "Starting at 7th level, as an action, you can unleash the breath weapon associated with your {@subclassFeature dragon blood|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|3} in a 15-foot cone originating from you. Once you do, you can't use this feature again until you finish a {@quickref resting|phb|2|0|short or long rest}.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Debilitating", + "entries": [ + "You exhale a pulse of high-pitched, nearly inaudible sound. Each creature in the area must succeed on a Constitution saving throw or take thunder damage equal to two rolls of your hemocraft die + half your blood hunter level and be {@condition incapacitated} until the end of its next turn or until it takes damage." + ] + }, + { + "type": "item", + "name": "Desiccating", + "entries": [ + "You exhale necrotic energy. Each creature in the area must succeed on a Constitution saving throw or take necrotic damage equal to two rolls of your hemocraft die + half your blood hunter level and deal half damage with weapon attacks that rely on Strength until the end of its next turn." + ] + }, + { + "type": "item", + "name": "Destructive", + "entries": [ + "You exhale a blast of elemental power. Each creature in the area must make a Dexterity saving throw. Each object in the area that isn't being worn or carried and each creature who fails the save takes damage of the type associated with your dragon blood equal to four rolls of your hemocraft die + your blood hunter level. A creature who succeeds on the save takes half damage from your breath weapon." + ] + }, + { + "type": "item", + "name": "Disorienting", + "entries": [ + "You exhale a wave of psychic dissonance. Each creature in the area must succeed on an Intelligence saving throw or take psychic damage equal to two rolls of your hemocraft die + half your blood hunter level, and until the end of its next turn, when the creature makes an attack roll or ability check, it must roll a {@dice d4} and reduce the total by the number rolled." + ] + }, + { + "type": "item", + "name": "Paralyzing", + "entries": [ + "You exhale paralyzing gas. Each creature in the area must succeed on a Constitution saving throw or become {@condition paralyzed} until the end of its next turn or until it takes damage. A creature that doesn't need to breathe can choose to succeed on the saving throw without rolling." + ] + }, + { + "type": "item", + "name": "Repulsion", + "entries": [ + "You exhale repulsion energy. Each creature in the area must succeed on a Strength saving throw or be pushed 30 feet away from you and be knocked {@condition prone}. Each unsecured object in the area that isn't being worn or carried is also pushed 30 feet away from you." + ] + }, + { + "type": "item", + "name": "Scintillating", + "entries": [ + "You exhale a burst of brilliant radiance. Each creature in the area must succeed on a Constitution saving throw or take radiant damage equal to two rolls of your hemocraft die + half your blood hunter level. You then gain {@quickref temporary hit points|PHB|3|0} equal to half the damage roll." + ] + }, + { + "type": "item", + "name": "Singularity", + "entries": [ + "You exhale gravitational force. Each creature in the area must succeed on a Strength saving throw or take force damage equal to two rolls of your hemocraft die + half your blood hunter level and have its speed reduced to 0 until the end of its next turn or until it takes damage." + ] + }, + { + "type": "item", + "name": "Sleep", + "entries": [ + "You exhale sleep gas. Each creature in the area must succeed on a Constitution saving throw or fall {@condition unconscious} for 1 minute. This effect ends for a creature if it takes damage or if a creature within 5 feet of the unconscious creature uses an action to wake it. A creature that doesn't need to breathe can choose to succeed on the saving throw without rolling." + ] + }, + { + "type": "item", + "name": "Slowing", + "entries": [ + "You exhale gas that makes those who breathe it sluggish. Each creature in the area must make a Constitution saving throw or become subject to the breath weapon's effects until the start of your next turn. On a failed save, the target can't use reactions, its speed is halved, and it can't make more than one attack during its turn. In addition, the creature can use either an action or a bonus action on its turn, not both. A creature that doesn't need to breathe can choose to succeed on the saving throw without rolling." + ] + }, + { + "type": "item", + "name": "Weakening", + "entries": [ + "You exhale gas that weakens the muscles of those who breathe it. Each creature in the area must succeed on a Constitution saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effects on a successful save. A creature that doesn't need to breathe can choose to succeed on the saving throw without rolling." + ] + } + ] + } + ] + }, + { + "name": "Brand of Plummeting", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 184, + "subclassShortName": "Dragoon", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, your {@classFeature Brand of Castigation|Blood Hunter|BH2022|6} binds its target to the ground. A creature branded by you loses any flying speed it has and can't gain one for the duration." + ] + }, + { + "name": "Improved Breath Weapon", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 184, + "subclassShortName": "Dragoon", + "subclassSource": "UltimateAdventurer", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, when you use your {@subclassFeature breath weapon|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|7}, you can choose to unleash it in a 30-foot cone originating from you.", + "Additionally, you can now use your breath weapon twice, regaining all expended uses when you finish a {@quickref resting|phb|2|0|short or long rest}." + ] + }, + { + "name": "Blood Curse of the Scale", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 184, + "subclassShortName": "Dragoon", + "subclassSource": "UltimateAdventurer", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, you can use the {@subclassFeature dragon blood|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|3} in your veins to grow protective scales over your body. You gain the {@optfeature Blood Curse of the Scale|UltimateAdventurer} for your {@classFeature Blood Maledict|Blood Hunter|BH2022|1} feature. This does not count against your number of blood curses known." + ] + }, + { + "name": "Order of the Eye", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 184, + "subclassShortName": "Eye", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "The Order of the Eye exhorts that information is the ultimate weapon, teaching that knowing one's enemy is the greatest step one can take to destroying them. Hundreds of years ago, the order's founders began hunting beholders, both to put an end to the evils the ocular monsters wrought and to ransack the creatures' treasure rooms for the petrified specimens and ancient texts contained within them. Annexing the lairs as the Order's bases and choosing not to waste the corpses of the lairs' previous owners, these blood hunters developed a hemalurgic process to create new life from beholder eyestalks and bond the alchemical creatures to members of the order through the sharing of blood.", + "In the centuries since, the Order of the Eye has become an expansive information network of spies that operates in shadow throughout the Material Planes. Working in pairs of hunter and bonded eye spy, they seek to discover and eradicate all evil that secrets itself in the hidden pockets of the multiverse.", + { + "type": "refSubclassFeature", + "subclassFeature": "Espionage Training|Blood Hunter|BH2022|Eye|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Eye Spy|Blood Hunter|BH2022|Eye|UltimateAdventurer|3" + } + ] + }, + { + "name": "Espionage Training", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 184, + "subclassShortName": "Eye", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you join this order at 3rd level, you gain proficiency with two of the following skills or tools of your choice: {@skill Deception}, {@skill Insight}, {@skill Investigation}, {@skill Perception}, {@skill Persuasion}, {@skill Sleight of Hand}, {@skill Stealth}, {@item disguise kit|PHB|disguise kits}, {@item forgery kit|PHB|forgery kits}, or {@item thieves' tools|PHB}.", + "Additionally, you learn two languages of your choice." + ], + "languageProficiencies": [ + { + "any": 2 + } + ] + }, + { + "name": "Eye Spy", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 185, + "subclassShortName": "Eye", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, you use your hemocraft to combine a liter of your blood with alchemical reagents, creating an eye spy companion. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the {@creature eye spy|UltimateAdventurer} stat block. You choose your eye spy's appearance; this has no effect on its game statistics.", + "When you create an eye spy, you choose which {@filter eye rays|optionalfeatures|source=|feature type=eye ray} it possesses. At 3rd level, your eye spy has four eye stalks that each can emit an eye ray of your choice, which are detailed under “Eye Rays” below, and you roll a {@dice d4} each time it uses its eye ray action to randomly determine which of its eye rays it uses. An eye spy can't have more than one of the same eye ray.", + "In combat, the eye spy acts on your turn. It can move and use its reaction on its own, but the only action it takes is the {@action Dodge} action unless you use a bonus action to verbally command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the eye spy can take any action of its choice, not just Dodge.", + "While you are within 120 feet of the eye spy, you can perceive through its senses, and you can issue your commands to it telepathically.", + "As long as your eye spy is alive, it regains all of its hit points whenever it finishes a {@quickref resting|phb|2|0|short or long rest}. If your eye spy has died within the last hour, you can revive it with an infusion of your fresh blood. You can use an action to touch the eye spy and lose a number of hit points equal to your level + two rolls of your hemocraft die to revive it, provided you are within 5 feet of it. The eye spy returns to life after 1 minute with all its hit points restored.", + "With 8 hours of work and the expenditure of 25 gp worth of alchemical reagents and your blood, you can create a new eye spy. If you already have an eye spy from this feature, the former one immediately disintegrates into a pool of blood and slime.", + "Each time you gain a blood hunter level, you can choose one of your eye spy's eye rays and replace it with another eye ray you could choose for it at that level.", + "When you reach 7th level in this class, your eye spy develops two new eyestalks, gaining two additional eye rays of your choice, and you roll a {@dice d6} to randomly determine which of its eye rays it uses. When you reach 11th level, it gains two more eyestalks, granting it two additional eye rays of your choice, and the die used to determine which eye ray it uses becomes a {@dice d8}. At 15th level, it gains its final two eye stalks, granting it two additional eye rays of your choice, and the die used to determine which eye ray it uses becomes a {@dice d10}.", + { + "type": "entries", + "name": "Eye Rays", + "entries": [ + "The {@filter eye rays|optionalfeatures|source=|feature type=eye ray} are presented in the order of level requirement, and in alphabetical order within those categories. If an eye ray requires a level, you must be at least that level in this class to choose it for your eye spy." + ] + } + ] + }, + { + "name": "Crimson Bond", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 186, + "subclassShortName": "Eye", + "subclassSource": "UltimateAdventurer", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, the blood bond you have with your eye spy strengthens, allowing you to work better as a team. As a bonus action, you can touch your {@creature eye spy|UltimateAdventurer} and apply your {@classFeature Crimson Rite|Blood Hunter|BH2022|2} feature to it as though it were a weapon. While you have an active crimson rite on your eye spy, each time a creature fails a saving throw against one of your eye spy's eye rays or is hit by its bite attack, that creature takes the rite's extra damage.", + "Additionally, when you take the {@action Attack} action on your turn, you can forgo any number of your attacks, commanding your eye spy to use its eye ray action once for each forgone attack." + ] + }, + { + "name": "Brand of Obscured Vision", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 186, + "subclassShortName": "Eye", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, your {@classFeature Brand of Castigation|Blood Hunter|BH2022|6} makes it difficult for its target to see you and your eye spy. The branded creature has disadvantage on attack rolls it makes against you or your eye spy, as well as on Wisdom ({@skill Perception}) checks that rely on sight when it is trying to perceive you or your eye spy. This feature has no effect on a creature that doesn't rely on vision for its attacks, such as a creature with {@sense blindsight} or {@sense truesight}." + ] + }, + { + "name": "Blood Curse of Optometry", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 186, + "subclassShortName": "Eye", + "subclassSource": "UltimateAdventurer", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, your blood curse allows your eye spy to focus its vision. You gain the {@optfeature Blood Curse of Optometry|UltimateAdventurer} for your {@classFeature Blood Maledict|Blood Hunter|BH2022|1} feature. This does not count against your number of blood curses known." + ] + }, + { + "name": "Antimagic Gaze", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 186, + "subclassShortName": "Eye", + "subclassSource": "UltimateAdventurer", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, you can use your action to cause your eye spy to project an area of antimagic, as in the {@spell antimagic field} spell, in a 30-foot cone originating from it for 1 minute, or until the eye spy becomes {@condition unconscious} or dies. The cone moves with your eye spy, and at the start of each of your turns for the duration, you decide which way the cone faces and whether the cone is active for that round. The area works against the eye spy's own {@creature eye spy|UltimateAdventurer|eye rays}.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Order of the Giantfeller", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 187, + "subclassShortName": "Giantfeller", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Giants are ancient foes of many humanoid races, believing themselves to be superior simply due to their immense size. Blood hunters in the Order of the Giantfeller undergo unusual medical procedures that assimilate components of dissected giant organs into their own body. Using the power of their blood magic, they tap into the latent magic of these titanic infusions to steal a portion of the elemental power of giants and grow to unnatural sizes. The best way to fight a giant, they reckon, is to become one.", + { + "type": "refSubclassFeature", + "subclassFeature": "Hand of the Giantslayer|Blood Hunter|BH2022|Giantfeller|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ordning Interloper|Blood Hunter|BH2022|Giantfeller|UltimateAdventurer|3" + } + ] + }, + { + "name": "Hand of the Giantslayer", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 187, + "subclassShortName": "Giantfeller", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you join this order at 3rd level, you gain the following benefits:", + { + "type": "list", + "items": [ + "You learn an additional {@classFeature Crimson Rite|Blood Hunter|BH2022|2} of your choice.", + "You can roll {@damage 1d6} in place of the normal damage of your unarmed strike. When you reach 11th level in this class, you can roll {@damage 1d8} in place of the normal damage of your unarmed strike.", + "You can apply your Crimson Rite feature to your unarmed strikes, which you treat as one weapon. While you have an active crimson rite on your unarmed strikes, your unarmed strikes count as magical for the purposes of overcoming damage resistance and immunity to nonmagical attacks and damage, and when you take the {@action Attack} action on your turn and make only unarmed strikes, you can make one unarmed strike as a bonus action." + ] + } + ] + }, + { + "name": "Ordning Interloper", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 187, + "subclassShortName": "Giantfeller", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Also starting at 3rd level, you can use a bonus action to cast the {@spell enlarge/reduce} spell, targeting yourself and choosing the enlarge option. When you do, the extra damage applies to your unarmed strikes as well as weapons, and the spell's duration changes to 10 minutes and does not require {@condition concentration}. Intelligence is your spellcasting ability for this spell.", + "You can cast the spell with this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Muscle and Mass", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 187, + "subclassShortName": "Giantfeller", + "subclassSource": "UltimateAdventurer", + "level": 7, + "header": 2, + "entries": [ + "At 7th level, your maximum hit points increase by 7 and increase by 1 again each time you gain a level in this class.", + "In addition, you gain proficiency with Strength saving throws." + ] + }, + { + "name": "Brand of Titanic Fury", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 187, + "subclassShortName": "Giantfeller", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, your {@classFeature Brand of Castigation|Blood Hunter|BH2022|6} marks a creature as a hated enemy to be felled. Once per turn when you make an unarmed strike against the marked creature, you can make an additional unarmed strike against that creature as part of the same action." + ] + }, + { + "name": "Blood Curse of Diminution", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 188, + "subclassShortName": "Giantfeller", + "subclassSource": "UltimateAdventurer", + "level": 15, + "header": 2, + "entries": [ + "At 15th level, your blood curse can shrink a creature down to a more vulnerable size. You gain the {@optfeature Blood Curse of Diminution|UltimateAdventurer} for your {@classFeature Blood Maledict|Blood Hunter|BH2022|1} feature. This does not count against your number of blood curses known." + ] + }, + { + "name": "Primordial Power", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 188, + "subclassShortName": "Giantfeller", + "subclassSource": "UltimateAdventurer", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, when you cast the {@spell enlarge/reduce} spell using your {@subclassFeature Ordning Interloper|Blood Hunter|BH2022|Giantfeller|UltimateAdventurer|3} feature, your size increases by two categories instead of one (from Medium to Huge, for example), the extra damage granted by the spell increases from a {@dice 1d4} to a {@dice 1d8}, and you gain {@quickref temporary hit points|PHB|3|0} equal to twice your blood hunter level. You lose any remaining temporary hit points after 10 minutes." + ] + }, + { + "name": "Order of the Infected Mind", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 188, + "subclassShortName": "Infected Mind", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "For untold millennia, mind flayers and their elder brain overlords have enslaved many peoples through mind control, and forcibly converted many others through the process of ceremorphosis. The Order of the Infected Mind is dedicated to the systematic destruction of this illithid scourge, intentionally allowing mature illithid tadpoles to burrow into their brains to better understand their prey. Unlike standard victims of ceremorphosis, though, this order brews their Hunter's Bane to cause it to subdue and subsume the tadpole, turning it into a psionic weapon under the hunter's control.", + { + "type": "refSubclassFeature", + "subclassFeature": "Psionic Power|Blood Hunter|BH2022|Infected Mind|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Rite of the Brain Parasite|Blood Hunter|BH2022|Infected Mind|UltimateAdventurer|3" + } + ] + }, + { + "name": "Psionic Power", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 188, + "subclassShortName": "Infected Mind", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Psionic Energy" + }, + "entries": [ + "Starting when you join this order at 3rd level, you harbor a wellspring of psionic energy due to the illithid tadpole attached to your brain. This energy is represented by your Psionic Energy dice, which are each the same size as your hemocraft die. You have a number of these equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.", + "Some of these powers expend the Psionic Energy die they use, as specified in the power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a {@quickref resting|phb|2|0|long rest}. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a {@quickref resting|phb|2|0|short or long rest}.", + "The powers below use your Psionic Energy dice.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Mind over Matter", + "entries": [ + "When you use a {@classFeature Blood Maledict|Blood Hunter|BH2022|1||blood curse}, you can expend a Psionic Energy die to amplify it, instead of by losing hit points." + ] + }, + { + "type": "item", + "name": "Mind Sweep", + "entries": [ + "As an action, you can expend a Psionic Energy die to extend your psychic senses and detect brain signatures around you. Until the end of the turn, you know the location of each creature within 30 feet of you that has an Intelligence score of 4 or greater and that speaks at least one language, as well as whether that creature is an aberration or has telepathy. Roll your Psionic Energy die and choose a number of creatures within 30 feet of you up to the number rolled. You learn the surface thoughts of each creature." + ] + } + ] + } + ] + }, + { + "name": "Rite of the Brain Parasite", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 189, + "subclassShortName": "Infected Mind", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Psionic Energy", + "amount": 1 + }, + "entries": [ + "At 3rd level, you learn the Rite of the Brain Parasite as part of your {@classFeature Crimson Rite|Blood Hunter|BH2022|2} feature. When you activate the Rite of the Brain Parasite, the extra damage dealt by your rite is psychic damage. Additionally, while that rite is active on your weapon, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have resistance to psychic damage.", + "Once on each of your turns when you hit a creature with the weapon, you can expend and roll a {@subclassFeature Psionic Power|Blood Hunter|BH2022|Infected Mind|UltimateAdventurer|3||Psionic Energy die} to deal additional psychic damage to the target equal to the number rolled. When you do, you forcibly create a psychic tether to the target for 1 minute. For the duration, the target can't become hidden from you, and if it's {@condition invisible}, it gains no benefit from that condition against you. The effect ends early if your rite ends or if you use this ability again." + ] + } + ] + }, + { + "name": "Mental Defenses", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 189, + "subclassShortName": "Infected Mind", + "subclassSource": "UltimateAdventurer", + "level": 7, + "header": 2, + "consumes": { + "name": "Psionic Energy", + "amount": 1 + }, + "entries": [ + "At 7th level, you learn to use your psionic power to strike at those who attempt to touch your mind. When you become subjected to an effect from a creature that would charm you, frighten you, read your thoughts, or deal psychic damage to you, you can use your reaction to expend and roll a {@subclassFeature Psionic Power|Blood Hunter|BH2022|Infected Mind|UltimateAdventurer|3||Psionic Energy die}. The creature takes psychic damage equal to twice the number rolled, and you add the number rolled to the next saving throw you make against the triggering effect this turn." + ] + }, + { + "name": "Mind Blast", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 189, + "subclassShortName": "Infected Mind", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "consumes": { + "name": "Psionic Energy", + "amount": 3 + }, + "entries": [ + "Starting at 11th level, as an action, you can release a wave of psionic force that rattles its victims' minds. Each creature of your choice in a 15-foot cone originating from you must make an Intelligence saving throw. A creature takes psychic damage equal to four rolls of your {@subclassFeature Psionic Power|Blood Hunter|BH2022|Infected Mind|UltimateAdventurer|3||Psionic Energy die} and is {@condition stunned} until the end of your next turn on a failed save, or takes half damage and isn't stunned on a successful one.", + "Once you take this action, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}, unless you expend three Psionic Energy dice to take it again." + ] + }, + { + "name": "Brand of Weakened Mind", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 189, + "subclassShortName": "Infected Mind", + "subclassSource": "UltimateAdventurer", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, your {@classFeature Brand of Castigation|Blood Hunter|BH2022|6} weakens your foe's mental defenses. A creature branded by you loses any resistance or immunity it has to psychic damage for the duration, and you can use a bonus action on each of your turns to learn the creature's surface thoughts and gain insights into its reasoning (if any)." + ] + }, + { + "name": "Blood Curse of Domination", + "source": "UltimateAdventurer", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 188, + "subclassShortName": "Infected Mind", + "subclassSource": "UltimateAdventurer", + "level": 18, + "header": 2, + "entries": [ + "Starting at 18th level, your blood curse can dominate the will of others. You gain the {@optfeature Blood Curse of Domination|UltimateAdventurer} for your {@classFeature Blood Maledict|Blood Hunter|BH2022|1} feature. It doesn't count against your number of blood curses known." + ] + }, + { + "name": "Arena Royale", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 197, + "subclassShortName": "Arena Royale", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Pugilists in the Arena Royale fight club travel the world earning their keep as equal parts performer and gladiator. Whether performing in staged physical competitions, or fighting it out in unscripted brawls, pugilists in the Arena Royale care as much about the theatrics of a fight as they do its outcome. Pugilists in this fight club also care deeply about their reputation and work to build up local and regional legends about their performing personas.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Pugilist|UltimateAdventurer|Arena Royale|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Persona Libre|Pugilist|UltimateAdventurer|Arena Royale|UltimateAdventurer|3" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 197, + "subclassShortName": "Arena Royale", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you choose this fight club at 3rd level, you gain proficiency in the {@skill Performance} skill, if you don't have it already. If you do, you gain proficiency in your choice of the {@skill Intimidation} or {@skill Persuasion} skill." + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "performance", + "intimidation", + "persuasion" + ], + "count": 1 + } + } + ] + }, + { + "name": "Persona Libre", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 197, + "subclassShortName": "Arena Royale", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Persona Points", + "amount": 1 + }, + "entries": [ + "Also at 3rd level, you create an alternate persona that you can adopt or discard as a bonus action on your turn. When you create an alternate persona, you should give the persona a striking name as well as some physical signifier (such as a mask, colorful cape, or another prominent idiosyncratic feature). Unless you tell a creature, or the creature sees you adopt your persona, they do not know you and the adopted persona are the same person.", + "Additionally, you have a pool of persona points equal to 3 + your Charisma modifier (minimum 3 points). When you use an ability that costs {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points}, you can spend persona points instead. In addition, before you make a Charisma ability check, you can spend a persona point to add your Strength modifier to the result. You can only use persona points while you have adopted your persona. You regain all expended persona points when you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Work the Crowd", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 198, + "subclassShortName": "Arena Royale", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, while you have adopted your alternate persona, you can use your action to inspire your choice of fear or adoration in those nearby. When you do, creatures of your choice within 30 feet who can see you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be {@condition charmed} if you chose adoration, or {@condition frightened} if you chose fear. This effect lasts for one minute. Each time a creature takes damage from you or one of your allies, it can repeat the saving throw, ending the effect on a success.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." + ] + }, + { + "name": "High Flyer", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 198, + "subclassShortName": "Arena Royale", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, your base walking speed increases by 10 feet, your jump distances are doubled, and you can use a bonus action on each of your turns to take the {@action Dash} action." + ] + }, + { + "name": "Signature Move", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 198, + "subclassShortName": "Arena Royale", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you create a signature move that you can use while you have adopted your alternate persona. Give your signature move a name and a description. You can replace one of your attacks on your turn with this signature move.", + "When you use your signature move, you can jump in any direction up to your speed and make an attack roll with advantage against a creature within your reach. On a hit, the attack scores a critical hit and the creature is {@condition stunned} until the end of your next turn.", + "If you hit with your signature move, you must finish a {@quickref resting|phb|2|0|long rest} before you can use it again. If you miss with your signature move, you regain the use of it after 1 minute." + ] + }, + { + "name": "Bloodhound Bruisers", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 198, + "subclassShortName": "Bloodhound Bruisers", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Pugilists in the Bloodhound Bruisers fight club are notorious for looking for trouble and finding it every time. Members of this fight club are highly observant of character traits and physical evidence, and can form an almost supernatural connection to the cities they live in. Most use these abilities to become urban defenders of the downtrodden, but others lend their talents to less savory organizations.", + { + "type": "refSubclassFeature", + "subclassFeature": "Detective Work|Pugilist|UltimateAdventurer|Bloodhound Bruisers|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Ever Vigilant|Pugilist|UltimateAdventurer|Bloodhound Bruisers|UltimateAdventurer|3" + } + ] + }, + { + "name": "Detective Work", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 198, + "subclassShortName": "Bloodhound Bruisers", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, + "entries": [ + "When you choose this fight club at 3rd level, you gain proficiency with two of the following skills of your choice: {@skill Insight}, {@skill Investigation}, or {@skill Perception}. In addition, when you make an Intelligence ({@skill Investigation}), Wisdom ({@skill Insight}), or Wisdom ({@skill Perception}) check, you can spend 1 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point} to gain advantage on the check." + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "insight", + "investigation", + "perception" + ], + "count": 2 + } + } + ] + }, + { + "name": "Ever Vigilant", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 198, + "subclassShortName": "Bloodhound Bruisers", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Also starting at 3rd level, you have advantage on initiative rolls. During the first round of combat, you have advantage on attack rolls against creatures who haven't acted yet." + ] + }, + { + "name": "Scrap Like a Sleuth", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 198, + "subclassShortName": "Bloodhound Bruisers", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 2 + }, + "entries": [ + "Starting at 6th level, you can use a bonus action and expend 2 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} to hone in on the idiosyncrasies and bad habits of an enemy you can see within 30 feet. When you do, you have advantage on weapon attacks against the creature and you add half your proficiency bonus (round up) to your AC against attacks made by that creature. These effects continue for 1 minute or until you use this feature again." + ] + }, + { + "name": "Heart of the City", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 199, + "subclassShortName": "Bloodhound Bruisers", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, when you take a {@quickref resting|phb|2|0|long rest} in a settlement, you can choose to become familiar with the settlement. When you use this feature again, you replace your previous familiar settlement with the current one. You gain the following benefits while in a familiar settlement:", + { + "type": "list", + "items": [ + "You cannot be {@quickref surprise|PHB|3|0|surprised} and you add your proficiency bonus to your initiative.", + "You have {@sense darkvision} to a range of 120 feet.", + "When you make an ability check using the {@skill Insight}, {@skill Investigation}, or {@skill Perception} skills that adds your proficiency bonus, add twice your proficiency bonus instead.", + "You cannot be lost by any means.", + "When you are not in combat, you can travel between any two points in the settlement twice as fast as your speed would normally allow." + ] + } + ] + }, + { + "name": "Eyes Wide Open", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 199, + "subclassShortName": "Bloodhound Bruisers", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, + "entries": [ + "Starting at 17th level, you can use a bonus action and spend 1 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point} to open your senses to your surroundings for 1 minute. During this time, you have advantage on saving throws against being {@condition blinded} or {@condition deafened} and have {@sense truesight} out to a distance of 30 feet." + ] + }, + { + "name": "Dog & Hound", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 199, + "subclassShortName": "Dog & Hound", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "You've never had a friend you could rely on that walked on two legs. Lucky for you, you've got the best four-legged friend a body could ask for. Pugilists in the Dog & Hound fight club are as faithful to their canine companions as their canine companions are to them.", + { + "type": "refSubclassFeature", + "subclassFeature": "Brawler's Best Friend|Pugilist|UltimateAdventurer|Dog & Hound|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mutt With Moxie|Pugilist|UltimateAdventurer|Dog & Hound|UltimateAdventurer|3" + } + ] + }, + { + "name": "Brawler's Best Friend", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 199, + "subclassShortName": "Dog & Hound", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting when you choose this fight club at 3rd level, you gain a {@creature hound|UltimateAdventurer} that accompanies you on your adventures and fights alongside you. It is friendly to you and your companions, and it obeys your commands. See its game statistics in the Hound stat block, which uses your proficiency bonus (PB) in several places. You determine what breed of dog, or similar canine creature, your hound is; your choice has no effect on its game statistics.", + "In combat, the hound shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the {@action Dodge} action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are {@condition incapacitated}, the hound can take any action of its choice, not just Dodge.", + "If you spend a minute giving your hound attention and treats, it regains {@dice 2d6} hit points. If your hound has died within the last hour, you can revive it by coaxing it back from the threshold of the beyond with praise and pets. You can use an action to touch the hound and expend a number of Hit Dice equal to half your pugilist level to revive it, provided you are within 5 feet of it. The hound returns to life after 1 minute with all its hit points restored. If your hound dies or is otherwise unavailable to you, you can forge a bond with a dog over 8 hours to become your new hound, ending your connection to your previous one." + ] + }, + { + "name": "Mutt With Moxie", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 200, + "subclassShortName": "Dog & Hound", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Moxie" + }, + "entries": [ + "Starting at 3rd level, you share everything with your faithful hound: food, shelter, even moxie. When you use certain {@classFeature Moxie|Pugilist|UltimateAdventurer|2} abilities, your hound gains a benefit as well.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Brace Up", + "entries": [ + "When you gain {@quickref temporary hit points|PHB|3|0} as a result of using your Brace Up moxie ability, your hound gains the same number of temporary hit points." + ] + }, + { + "type": "item", + "name": "The Old One-Two", + "entries": [ + "When you use your The Old One-Two moxie ability, your hound can make one or both attacks instead of you." + ] + }, + { + "type": "item", + "name": "Stick and Move", + "entries": [ + "When you use your Stick and Move moxie ability, your hound can take the {@action Dash} action." + ] + } + ] + } + ] + }, + { + "name": "Coordinated Attack", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 200, + "subclassShortName": "Dog & Hound", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you and your canine companion form a more potent fighting team. When you use the {@action Attack} action on your turn, if your hound can see you, it can use its reaction to make a bite attack." + ] + }, + { + "name": "Hound's Best Friend", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Dog & Hound", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, when a creature deals damage to your hound with an attack, you can use your reaction to make an {@action opportunity attack|PHB} against that creature if you are within range." + ] + }, + { + "name": "Off the Chain", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Dog & Hound", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, + "entries": [ + "Beginning at 17th level, your hound's spirit is as unbreakable as yours. When your hound takes damage that reduces its current hit points to half its maximum hit points or less, you can use your reaction to let your hound off the chain. When you do, it immediately gains {@quickref temporary hit points|PHB|3|0} equal to four times your pugilist level and, for the next minute, its speed increases by 15 feet and it can take the bite or {@action Dodge} action (your choice) each turn you don't command it. Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Hand of Dread", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Hand of Dread", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "In your darkest hour, you pleaded for the strength to take what you wanted from the world and a dread power took notice. At first, you may have relished the cathartic rush that came with channeling your dread power to claim what you felt you deserved. This pact, however, came with strings attached. In times of distress you hear the entity whispering in the back of your mind, encouraging you to indulge your most base impulses.", + { + "type": "refSubclassFeature", + "subclassFeature": "Black Magic|Pugilist|UltimateAdventurer|Hand of Dread|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dread Hand|Pugilist|UltimateAdventurer|Hand of Dread|UltimateAdventurer|3" + } + ] + }, + { + "name": "Black Magic", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Hand of Dread", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you choose this fight club at 3rd level, you learn the {@spell eldritch blast} and {@spell prestidigitation} cantrips. Constitution is your spellcasting ability for these spells, since you channel the magic of dread powers through your body when you cast them.", + "In addition, you learn to speak, read, and write one of the following languages of your choice: {@language Abyssal}, {@language Infernal}, or {@language Sylvan}. At the DM's discretion, you may choose another language more appropriate to your dread power." + ], + "languageProficiencies": [ + { + "choose": { + "from": [ + "abyssal", + "infernal", + "sylvan" + ], + "count": 1 + } + } + ] + }, + { + "name": "Dread Hand", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Hand of Dread", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 2 + }, + "entries": [ + "Also starting at 3rd level, you can use a bonus action on your turn to manifest the evidence of your foul pledge. When you do, one of your limbs (often an arm) transmogrifies into a monstrous appearance reminiscent of your dread power for 1 minute, granting you the following benefits:", + { + "type": "list", + "items": [ + "When you roll a 1 on a damage die for an unarmed strike, you can reroll the die and must use the new roll, even if the new roll is a 1.", + "The first time you miss with an unarmed strike each turn, you can make an additional unarmed strike as part of the same action.", + "Immediately after you take the {@action Attack} action on your turn, you can spend 2 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} to make three unarmed strikes as a bonus action." + ] + }, + "You must finish a {@quickref resting|phb|2|0|short or long rest} before you can use this feature again.", + { + "type": "inset", + "name": "Dread Powers", + "entries": [ + "A dread power can be any powerful malevolent entity capable of bestowing a portion of its power onto a mortal. Archdemons, fey royalty, ancient liches, and unfathomable intelligences from beyond space and time are all possibilities" + ] + } + ] + }, + { + "name": "Deal With The Devil", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Hand of Dread", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you gain two {@filter eldritch invocations|optionalfeatures|source=|feature type=ei|prerequisite=sor%3d1} of your choice from among those available to the warlock class. For every two levels you have in this class, you count as having one warlock level for the purpose of meeting an {@classFeature Eldritch Invocations|Warlock|PHB|2||eldritch invocation}'s prerequisites. Constitution is your spellcasting ability for any spells you gain as a result of one of these eldritch invocations, and any eldritch invocation gained this way that references your Charisma modifier uses your Strength modifier instead.", + "When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you meet the prerequisites for." + ] + }, + { + "name": "Grotesque Growth", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 202, + "subclassShortName": "Hand of Dread", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th Level, when you use your {@subclassFeature Dread Hand|Pugilist|UltimateAdventurer|Hand of Dread|UltimateAdventurer|3} feature, you can choose to grow into a towering misshapen form for one minute. When you do, your size increases by one category — from Medium to Large, for example. If there isn't enough room for you to grow to that size, you grow to the maximum possible size the space will allow. While enlarged in this way, you have advantage on Strength checks and Strength saving throws, your reach becomes 10 feet, and your melee weapon attacks deal {@damage 1d4} extra damage. When the minute is over, you suffer one level of {@condition exhaustion}." + ] + }, + { + "name": "Fountain of Viscera", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Hand of Dread", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 6 + }, + "entries": [ + "Starting at 17th level, you can use an action and expend 6 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} to attempt to execute a creature of your choice within reach by magically burrowing your hand into its body and extracting its innards. The creature must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failure, the creature takes 100 piercing damage. On a success, the creature takes 50 piercing damage instead.", + "If this damage reduces the target to 0 hit points or less, it immediately dies as you rip a hole through it, creating a stomach-turning fountain of viscera. When this happens, each creature within 30 feet of you who can see you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be {@condition frightened} of you for 1 minute. A creature who fails the saving throw can make the Wisdom saving throw again at the end of each of its turns, ending the frightened condition early on a success.", + "Once you use this feature, you must finish a {@quickref resting|phb|2|0|long rest} before you can use it again." + ] + }, + { + "name": "Lead Eaters", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 202, + "subclassShortName": "Lead Eaters", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Pugilists in the Lead Eaters augment their swaggering moves with flashy gunplay, specializing in the use of blackpowder weapons. Known for filling stomachs with lead bullets and knuckle sandwiches, these pugilists love nothing more than staring down an opponent at high noon, proving that their hands are faster and their panache is greater than those of their competitor. And if they're outmatched in the draw or run out of ammo, they'll still happily beat that opponent senseless with the butt of their gun, classic fisticuffs, or anything else at hand.", + { + "type": "refSubclassFeature", + "subclassFeature": "Pugilistic Plugger|Pugilist|UltimateAdventurer|Lead Eaters|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Black Powder Panache|Pugilist|UltimateAdventurer|Lead Eaters|UltimateAdventurer|3" + } + ] + }, + { + "name": "Pugilistic Plugger", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 202, + "subclassShortName": "Lead Eaters", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you choose this fight club at 3rd level, you learn to combine gunplay with your fisticuffs, gaining the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency in the {@skill Performance} skill if you don't already have it. If you do, you gain proficiency in your choice of the {@skill Deception} or {@skill Sleight of Hand} skills.", + "You gain proficiency with all weapons that have the black powder property and these weapons count as {@classFeature Fisticuffs|Pugilist|UltimateAdventurer|1||pugilist weapons} for you.", + "You can use Strength, instead of Dexterity, for the attack and damage rolls of ranged attacks you make with black powder weapons." + ] + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "performance", + "deception", + "sleight of hand" + ], + "count": 1 + } + } + ] + }, + { + "name": "Black Powder Panache", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 203, + "subclassShortName": "Lead Eaters", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Moxie" + }, + "entries": [ + "Also at 3rd level, you gain the following additional {@classFeature moxie|Pugilist|UltimateAdventurer|2} features.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Drop It", + "entries": [ + "When you hit a creature with a ranged attack using a black powder weapon, you can spend 1 moxie point to cause an object that creature is holding to be flung up to 20 feet in a straight line away from you. If you do, the attack deals no damage." + ] + }, + { + "type": "item", + "name": "Quick Draw", + "entries": [ + "When you roll initiative, you can use your reaction and spend 2 moxie points to draw a black powder weapon and make an attack with it." + ] + }, + { + "type": "item", + "name": "Ricochet Shot", + "entries": [ + "When you make a ranged attack with a black powder weapon, you can spend 1 moxie point to cause the shot to ricochet off of objects in the environment. The attack ignores {@quickref Cover|PHB|3|0|half and three-quarters cover}, and doesn't have disadvantage due to a hostile creature being within 5 feet of you." + ] + } + ] + } + ] + }, + { + "name": "Gun Club", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 203, + "subclassShortName": "Lead Eaters", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 2 + }, + "entries": [ + "At 6th level, you learn to use firearms even more effectively in melee combat. When you hit a creature with a melee improvised weapon attack using a black powder weapon, you can spend 2 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} to force the target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be {@condition stunned} until the start of your next turn." + ] + }, + { + "name": "The Gun Show", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 203, + "subclassShortName": "Lead Eaters", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, whenever you make a Charisma check, you can substitute your Strength modifier for your Charisma modifier.", + "Additionally, when you succeed on an {@skill Intimidation} or {@skill Performance} check involving a black powder weapon you're holding, you regain 1 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point}, up to your maximum. You can regain a number of moxie points with this feature equal to your proficiency bonus, and you regain all of your expended uses when you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Duel at High Noon", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Lead Eaters", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 6 + }, + "entries": [ + "Starting at 17th level, you can cast the {@spell duel of destiny|UltimateAdventurer} spell. Strength is your spellcasting ability for the spell. When you cast the spell with this feature, you can immediately make an unarmed strike or attack with a pugilist weapon as a bonus action, and if the spell ends as a result of the target dropping to 0 hit points, you regain all of your expended {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points}.", + "Once you cast the spell using this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Paradox Consortium", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 203, + "subclassShortName": "Paradox Consortium", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Pugilists of the Paradox Consortium fight like time is on their side, mostly because it is. They build and utilize equipment powered by their moxie to bend the flow of time, jump back in short bursts to de-canonize their mistakes, and accelerate localized time for themselves and others. To such a pugilist, navigating the wibbly wobbly, timey wimey stuff is just another Tuesday. If you mess with one, be prepared to get punched into next week... literally.", + { + "type": "refSubclassFeature", + "subclassFeature": "Time Tinkerer|Pugilist|UltimateAdventurer|Paradox Consortium|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Chronal Capacitor|Pugilist|UltimateAdventurer|Paradox Consortium|UltimateAdventurer|3" + } + ] + }, + { + "name": "Time Tinkerer", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 203, + "subclassShortName": "Paradox Consortium", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you choose this fight club at 3rd level, you gain proficiency with {@item tinker's tools|PHB} and learn the {@spell mending} cantrip if you don't already have them. Intelligence is your spellcasting ability for the spell." + ], + "toolProficiencies": [ + { + "tinker's tools": true + } + ] + }, + { + "name": "Chronal Capacitor", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 203, + "subclassShortName": "Paradox Consortium", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, + "entries": [ + "Also at 3rd level, you create a chronal capacitor harness that, when you wear it, grants you the following additional {@classFeature moxie|Pugilist|UltimateAdventurer|2} features. If your chronal capacitor is ever lost or destroyed, you can spend 1 hour using {@item tinker's tools|PHB} and 25 gp worth of metal, wires, and glass to create a new one.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Decelerate", + "entries": [ + "You can briefly slow down time to observe the minutiae around you. You can use a bonus action and spend 1 moxie point to take the {@action Help} or {@action Search} action." + ] + }, + { + "type": "item", + "name": "Fast Forward", + "entries": [ + "You can use a bonus action and spend 1 moxie point to briefly accelerate time for a creature you touch. Until the end of that creature's next turn, each of its speeds increases by 10 feet, it gains a +2 bonus to its AC, and it can use its bonus action to take the {@action Disengage}, {@action Hide}, or {@action Use an Object} action." + ] + }, + { + "type": "item", + "name": "Rewind", + "entries": [ + "When you fail an ability check or attack roll, you can use your reaction and spend 1 moxie point to rewind time to just before you made the roll. Reroll and use the new result." + ] + } + ] + } + ] + }, + { + "name": "Magi-Technician", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Paradox Consortium", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "At 6th level, your tinkering with your chronal capacitor has led you to experimentation with other technological techniques. You learn two {@filter artificer infusions|optionalfeatures|source=|feature type=ai|prerequisite=sor%3d1} of your choice from those available to the artificer class. For every two levels you have in this class, you count as having one artificer level for the purpose of meeting an infusion's prerequisites.", + "When you finish a {@quickref resting|phb|2|0|long rest}, you can use {@item tinker's tools|PHB} to imbue a nonmagical object with one of your infusions, turning it into a magic item. You must follow all of the other rules for {@classFeature Infuse Item|Artificer|TCE|2||infusing an item}, and you can have up to two objects infused at any given time.", + "When you gain a level in this class, you can replace one of the infusions you know with another infusion for which you meet the prerequisites." + ] + }, + { + "name": "Wibbly Wobbly Wallop", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Paradox Consortium", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 3 + }, + "entries": [ + "Starting at 11th level, when you hit a creature with an unarmed strike while wearing your chronal capacitor, you can spend 3 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} to attempt to knock it out of the timestream. The target must succeed on a Charisma saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or become magically lost between the boundaries of space-time for 1 minute.", + "While there, the target is {@condition incapacitated}, can't be affected by the attacks or effects of creatures other than itself, and can repeat the saving throw at the end of each of its turns. If it succeeds on the saving throw, if your chronal capacitor harness is destroyed, or if you lose {@condition concentration} (as though concentrating on a spell), the target reappears in the space it left or in the nearest unoccupied space if its former space is occupied.", + "If the target doesn't reappear before the full minute has elapsed, it reappears 7 days later in the space it left or in the nearest unoccupied space if that space is occupied, and you can't use this feature again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Temporal Tag-Team", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Paradox Consortium", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you can use an action while wearing your chronal capacitor to magically summon a future version of yourself to the present. This time clone appears in an unoccupied space of your choice within 30 feet of you. The time clone takes its turns immediately after yours, and you control it just as you would yourself. It has your statistics, hit points, racial traits, class features, and equipment, each treated as though the time clone has just finished a {@quickref resting|phb|2|0|long rest} at the next day's dawn. The time clone disappears after 1 minute, if it is reduced to 0 hit points or dies, or if you die. The time clone immediately dies if it attempts to share future knowledge or use this feature, the paradox tearing it asunder.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Piss & Vinegar", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Piss & Vinegar", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Pugilists in the Piss & Vinegar fight club revel in their reputations as heels. Widely despised for their obscene curses and dirty tricks, these pugilists take pride in their ability to provoke, and fight to win at all costs.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiency|Pugilist|UltimateAdventurer|Piss & Vinegar|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Salty Salute|Pugilist|UltimateAdventurer|Piss & Vinegar|UltimateAdventurer|3" + } + ] + }, + { + "name": "Bonus Proficiency", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Piss & Vinegar", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you choose this fight club at 3rd level, you gain proficiency in the {@skill Intimidation} skill if you don't have it already. If you do, you gain proficiency in your choice of the {@skill Deception} or {@skill Sleight of Hand} skill." + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "intimidation", + "deception", + "sleight of hand" + ], + "count": 1 + } + } + ] + }, + { + "name": "Salty Salute", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Piss & Vinegar", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, you have mastered the art of the enraging insult. You can use a bonus action on your turn to provoke a creature within 60 feet who can see or hear you. That creature must make a Wisdom saving throw. On a failure, the creature takes psychic damage equal to a roll of your fisticuffs die + your Charisma modifier and has disadvantage on any attack rolls it makes that do not include you as a target before the start of your next turn. For any of your Piss & Vinegar features that require your opponent to make a saving throw, the saving DC is calculated as follows:", + { + "type": "abilityDc", + "name": "Piss & Vinegar", + "attributes": [ + "cha" + ] + } + ] + }, + { + "name": "Dirty Tricks", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Piss & Vinegar", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, you have a few tricks up your sleeve to even the odds when the going gets rough. You can use each of these dirty tricks once, and regain their use when you finish a {@quickref resting|phb|2|0|short or long rest}.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Heelstomper", + "entries": [ + "When you deal damage with an unarmed strike, you attempt to slow the creature you hit. The creature must make a Dexterity saving throw. On a failure, you regain 1 expended {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point} and the creature's movement speed is halved for one minute." + ] + }, + { + "type": "item", + "name": "Low Blow", + "entries": [ + "When you deal damage with an unarmed strike, you can choose to hit the creature below the belt. The creature must make a Strength saving throw. On a failure, you regain 1 expended moxie point and the creature is knocked {@condition prone}." + ] + }, + { + "type": "item", + "name": "Pocket Sand", + "entries": [ + "You can use a bonus action to attempt to blind a creature within 5 feet. The creature must make a Constitution saving throw. On a failure, you regain 1 expended moxie point and the creature is {@condition blinded} until the end of its next turn." + ] + } + ] + } + ] + }, + { + "name": "Mean Old Cuss", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 205, + "subclassShortName": "Piss & Vinegar", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, + "entries": [ + "Starting at 11th level, your threats and mean spirited tricks pack an extra punch. When you make a Charisma ({@skill Intimidation}) check, you can use your reaction and spend 1 moxie to give yourself advantage on the roll. When a creature makes a saving throw against one of your Piss & Vinegar features, you can use your reaction and spend 1 {@classFeature moxie|Pugilist|UltimateAdventurer|2} to give that roll disadvantage." + ] + }, + { + "name": "The Uncouth Art", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 205, + "subclassShortName": "Piss & Vinegar", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, you gain the ability to offend every creature in the room with minimal effort. When you use your {@subclassFeature Salty Salute|Pugilist|UltimateAdventurer|Piss & Vinegar|UltimateAdventurer|3} feature, you can choose to target a number of creatures within 60 feet who can see or hear you up to your level in this class, instead of a single creature. You regain 1 expended {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point} the first time each target hits you with an attack before the start of your next turn.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Relentless Revenant", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 205, + "subclassShortName": "Relentless Revenant", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Pugilists in the Relentless Revenant fight club revel in their reputations as heels. Widely despised for their obscene curses and dirty tricks, these pugilists take pride in their ability to provoke, and fight to win at all costs.", + { + "type": "refSubclassFeature", + "subclassFeature": "Terrible Talisman|Pugilist|UltimateAdventurer|Relentless Revenant|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "No Escape|Pugilist|UltimateAdventurer|Relentless Revenant|UltimateAdventurer|3" + } + ] + }, + { + "name": "Terrible Talisman", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 205, + "subclassShortName": "Relentless Revenant", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting when you choose this fight club at 3rd level, you possess an object that reminds you of the burning hate that returned you to the land of the living. This object, known as your talisman, grants you the following supernatural powers:", + { + "type": "list", + "items": [ + "You suffer from {@condition exhaustion} as if you had one less level than you do. You do not die from exhaustion until you gain a seventh level. At 11th level, you suffer from exhaustion as if you had two less levels than you do, at which point you do not die from exhaustion until you gain an eighth level.", + "You have advantage on death saving throws.", + "If a spell, such as {@spell raise dead}, has the sole effect of restoring you to life, the caster doesn't need material components to cast the spell on you." + ] + }, + "Your talisman can be any nonmagical object of your choice. If your talisman is ever destroyed, you lose all the supernatural powers it grants you. You can replace your talisman with an 8 hour ritual, during which time you call forth a shadowy replica of the talisman from the land of the dead." + ] + }, + { + "name": "No Escape", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 205, + "subclassShortName": "Relentless Revenant", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Also starting at 3rd level, you can use an action to cast the {@spell cause fear|XGE} spell. Constitution is your spellcasting ability for this spell.", + "While a creature is {@condition frightened} of you as a result of this spell, if it moves more than half of its movement speed on a turn, it must succeed on a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or fall {@condition prone} and have its speed reduced to 0 until the start of its next turn. Additionally, creatures who are frightened of you as a result of this spell cannot hide from you and do not gain any of the benefits of {@condition invisible|PHB|invisibility} against you.", + "Once you cast the spell with this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|short or long rest}." + ] + }, + { + "name": "Grave Cold Fury", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 206, + "subclassShortName": "Relentless Revenant", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "entries": [ + "Starting at 6th level, when you take damage other than radiant, you can use your reaction to reduce that damage by an amount equal to twice your level in this class (minimum 0). The first attack you make before the end of your next turn deals additional necrotic damage equal to the amount you reduced the triggering damage by.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." + ] + }, + { + "name": "Defy Death", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 206, + "subclassShortName": "Relentless Revenant", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, when you take damage that would reduce you to 0 hit points or kill you outright, you can use your reaction to be reduced to 1 hit point instead. When you do, you gain temporary hit points equal to 5 × your pugilist level, and you regain all expended {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} and the use of your No Escape and Grave Cold Fury features. One minute after you use this feature, you gain two levels of exhaustion.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|long rest}." + ] + }, + { + "name": "Enhanced Terrible Talisman", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 206, + "subclassShortName": "Relentless Revenant", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "entries": [ + "Starting at 17th level, your {@subclassFeature Terrible Talisman|Pugilist|UltimateAdventurer|Relentless Revenant|UltimateAdventurer|3||talisman} grants you additional supernatural powers:", + { + "type": "list", + "items": [ + "Your maximum hit points can't be reduced.", + "You have resistance to necrotic damage.", + "When a spell or effect would cause a creature to become {@condition frightened} of you, it ignores any immunity to the frightened condition the target may have." + ] + } + ], + "resist": [ + "necrotic" + ] + }, + { + "name": "Urban Legend", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 206, + "subclassShortName": "Relentless Revenant", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "entries": [ + "Also starting at 17th level, death is but a door that you can pass through one way and then the other. If you die, you return to life with 1 hit point at the location of your {@subclassFeature Terrible Talisman|Pugilist|UltimateAdventurer|Relentless Revenant|UltimateAdventurer|3||talisman} at midnight {@dice 1d6 + 1} days after you die. When you do, your talisman is destroyed.", + "Additionally, describe a small ritual that can be performed to summon you back from the dead even when your talisman is destroyed. Examples of such rituals could be saying your name three times in front of a mirror in the dark, reciting a certain rhyme or song on the night of the full moon in a graveyard, or spilling fresh blood on the ground while demanding an agent of vengeance appear. If you have been dead longer than 7 days, when a creature with an Intelligence 4 or higher completes the ritual, you return to life at its location with 1 hit point." + ] + }, + { + "name": "Rift Hitter", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Rift Hitter", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Pugilists who punch hard and fast enough might eventually tear through the fabric of space with their fists. Rift hitters are rewarded for their esoteric training with hands that never stop vibrating, swings that shatter space, and goals that are never out of reach.", + { + "type": "refSubclassFeature", + "subclassFeature": "Portal Punching|Pugilist|UltimateAdventurer|Rift Hitter|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Pocket Dimension|Pugilist|UltimateAdventurer|Rift Hitter|UltimateAdventurer|3" + } + ] + }, + { + "name": "Portal Punching", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Rift Hitter", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, + "entries": [ + "Starting when you choose this fight club at 3rd level, you've learned to think, and fight, with portals. On each of your turns, your unarmed strike and melee attacks made with {@classFeature Fisticuffs|Pugilist|UltimateAdventurer|1||pugilist weapons} have a reach of 30 feet, as you send your attacks through rifts in space.", + "In addition, when you take the {@action Attack} action and only make unarmed strikes or attacks with pugilist weapons, you can use a bonus action and spend 1 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point} to {@action grapple} one creature you targeted with one of those attacks. If your grapple attempt is successful, you immediately pull the creature to an unoccupied space of your choice within 5 feet of you." + ] + }, + { + "name": "Pocket Dimension", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Rift Hitter", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Also starting at 3rd level, your hands become handier than a haversack. As a bonus action, you can quickly plunge anything you're holding into a personal demiplane, akin to a {@item bag of holding}. The object cannot be any larger than a 2-foot cube. You can store up to 10 objects this way; storing any more causes the first thing you stored to be lost in the Astral Plane.", + "You can use your bonus action to retrieve an object you stowed away, either bringing it onto your person or dropping it at a point you can see within 30 feet of you." + ] + }, + { + "name": "Eraser", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Rift Hitter", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, + "entries": [ + "Starting at 6th level, your fists can punch nothing and still be devastating. When you take the Attack action, you can spend 1 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point} to replace one of your attacks with a punch to the empty space in front of you. When you do, you erase up to 30 feet of empty space ahead of you, allowing you to choose between propelling yourself forward or pulling the closest, unanchored creature or object towards you. The DC for saving throws called for by this feature equals 8 + your proficiency bonus + your Strength modifier.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Propelling Yourself", + "entries": [ + "You fly ahead in a straight line before falling to the ground. The first weapon attack you make during this movement has advantage. You stop early if you impact against a solid surface. If you collide with a creature, this movement ends and the creature must succeed on a Strength saving throw or be knocked {@condition prone}." + ] + }, + { + "type": "item", + "name": "Pulling a Target", + "entries": [ + "If the target is an unanchored object weighing less than your carrying capacity, it flies and lands in an unoccupied space in front of you. If the target is a creature your size or smaller, it must succeed on a Strength saving throw or fly into an unoccupied space of your choice within 5 feet of you and fall prone." + ] + } + ] + } + ] + }, + { + "name": "Flicker Fists", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Rift Hitter", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 2 + }, + "entries": [ + "Starting at 11th level, each time you hit a creature with an unarmed strike, you can spend 2 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} to make an additional unarmed strike against the creature as part of the same action." + ] + }, + { + "name": "Making Space", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 205, + "subclassShortName": "Rift Hitter", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 6 + }, + "entries": [ + "Starting at 17th level, you can use an action to cast the {@spell arcane gate} spell. Constitution is your spellcasting ability for this spell. Once you cast the spell using this feature, you can't do so again until you finish a {@quickref resting|phb|2|0|long rest}, unless you spend 6 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} to do so again." + ] + }, + { + "name": "The Squared Circle", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Squared Circle", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Pugilists who fight in the Squared Circle know you don't have to knock an opponent senseless to get them to submit. Of course, members of the Squared Circle do beat their opponents senseless, they just know they don't have to.", + { + "type": "refSubclassFeature", + "subclassFeature": "Groundwork|Pugilist|UltimateAdventurer|Squared Circle|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Muscle Mass|Pugilist|UltimateAdventurer|Squared Circle|UltimateAdventurer|3" + } + ] + }, + { + "name": "Groundwork", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Squared Circle", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, + "entries": [ + "Starting when you choose this fight club at 3rd level, you gain the following additional {@classFeature moxie|Pugilist|UltimateAdventurer|2} features.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Compression Lock", + "entries": [ + "When a creature attempts to break your {@action grapple} and succeeds, you can use your reaction and spend 1 moxie point to force the creature to roll again. The creature must use the second result." + ] + }, + { + "type": "item", + "name": "Quick Pin", + "entries": [ + "When a hostile creature's movement provokes an {@action opportunity attack|PHB} from you, you can use your reaction and spend 1 moxie point to attempt to {@action grapple} the creature instead of making an opportunity attack." + ] + }, + { + "type": "item", + "name": "To the Mat", + "entries": [ + "You can use a bonus action and spend 1 moxie point to make a Strength ({@skill Athletics}) check with a DC equal to the AC of one creature within 5 feet of you. On a success, you {@condition grappled|PHB|grapple} the creature and knock it {@condition prone}." + ] + } + ] + } + ] + }, + { + "name": "Muscle Mass", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 208, + "subclassShortName": "Squared Circle", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Also at 3rd level, you gain proficiency in {@skill Athletics} if you don't already have it. If you do already have proficiency in {@skill Athletics}, your proficiency bonus is doubled for any ability check that uses that proficiency." + ], + "skillProficiencies": [ + { + "athletics": true + } + ] + }, + { + "name": "Meat Shield", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 208, + "subclassShortName": "Squared Circle", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, + "entries": [ + "Starting at 6th level, when you have an enemy creature {@condition grappled}, you gain {@quickref Cover|PHB|3|0|half cover} against all attacks made against you by a creature you are not grappling. When a weapon attack made by a creature you are not grappling misses you, you can use your reaction and spend 1 moxie point to have that creature make the same attack with a new roll against an enemy creature you are grappling." + ] + }, + { + "name": "Heavyweight", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 208, + "subclassShortName": "Squared Circle", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, you count as being one size larger for the purposes of {@action grapple|PHB|grappling} and {@action shove|PHB|shoving}. In addition, you can move your full movement speed when you are dragging or carrying a {@condition grappled} creature your size or smaller." + ] + }, + { + "name": "Clean Finish", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 208, + "subclassShortName": "Squared Circle", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 6 + }, + "entries": [ + "At 17th level, your mastery of grappling reaches its peak. While you have a creature {@condition grappled}, you gain advantage on all attacks against it. Additionally, when you make an unarmed strike or {@classFeature Fisticuffs|Pugilist|UltimateAdventurer|1||pugilist weapon} attack against a creature you have grappled, you score a critical hit on a roll of 19 or 20 on the d20." + ] + }, + { + "name": "The Sweet Science", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 209, + "subclassShortName": "Sweet Science", + "subclassSource": "UltimateAdventurer", + "level": 3, + "entries": [ + "Pugilists who practice the Sweet Science hit hard, fast, and often. This style is sometimes used by fighters who battle for the entertainment of the upper classes, but is just as often practiced in the back alleys and the bars by those whose next breath depends on a knockout.", + { + "type": "refSubclassFeature", + "subclassFeature": "Bare Knuckle Boxer|Pugilist|UltimateAdventurer|Sweet Science|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cross Counter|Pugilist|UltimateAdventurer|Sweet Science|UltimateAdventurer|3" + } + ] + }, + { + "name": "Bare Knuckle Boxer", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 209, + "subclassShortName": "Sweet Science", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting when you choose this fight club at 3rd level, your unarmed strikes score a critical hit on a roll of 19 or 20 on the d20." + ] + }, + { + "name": "Cross Counter", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 209, + "subclassShortName": "Sweet Science", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 2 + }, + "entries": [ + "Also starting at 3rd level, you can block the brunt of an attack and launch one of your own in the same fluid motion. When you take damage from a melee weapon attack, you can use your reaction and spend 2 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} to reduce the damage by {@dice 1d10} + your Strength modifier + your pugilist level.", + "If you reduce the damage to 0, you can make an unarmed strike or {@classFeature Fisticuffs|Pugilist|UltimateAdventurer|1||pugilist weapon} attack against a creature within range as part of the same reaction." + ] + }, + { + "name": "One, Two, Three, Floor", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 209, + "subclassShortName": "Sweet Science", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, + "entries": [ + "Starting at 6th level, when you use your bonus action to use {@classFeature Moxie|Pugilist|UltimateAdventurer|2||the Old One-Two} and hit the same creature with both attacks, you can spend 1 {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point} to make an additional unarmed strike against that creature as part of the same bonus action. If you hit, the creature is knocked {@condition prone} in addition to taking damage as normal for your unarmed strike." + ] + }, + { + "name": "Float Like a Butterfly, Sting Like a Bee", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 209, + "subclassShortName": "Sweet Science", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, + "entries": [ + "Starting at 11th level, when you reduce damage from an attack to 0 and successfully hit an enemy creature using your {@subclassFeature Cross Counter|Pugilist|UltimateAdventurer|Sweet Science|UltimateAdventurer|3} feature, you regain 1 expended {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie point}." + ] + }, + { + "name": "Knock Out", + "source": "UltimateAdventurer", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 209, + "subclassShortName": "Sweet Science", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, + "consumes": { + "name": "Moxie" + }, + "entries": [ + "Starting at 17th level, when you hit with an unarmed strike or {@classFeature Fisticuffs|Pugilist|UltimateAdventurer|1||pugilist weapon}, you can spend 1 or more {@classFeature Moxie|Pugilist|UltimateAdventurer|2||moxie points} to try to knock out the opponent instead of dealing damage. Roll {@dice 3d12}, plus an additional {@dice 2d12} for every moxie point spent after the first, and add your pugilist level to the result. If the total is equal to or greater than the creature's remaining hit points, it is reduced to 0 hit points." + ] + } + ], + "optionalfeature": [ + { + "name": "Additional Appendage Apparatus", + "source": "UltimateAdventurer", + "page": 41, + "featureType": [ + "MagMod" + ], + "entries": [ + "You have two additional arms that function just as your normal prehensile limbs do. Additionally, you have a climbing speed equal to your walking speed.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "You can use a bonus action to make one weapon attack or take the {@action Use an Object} action." + ] + } + ] + }, + { + "name": "Aerial Environment Adaptor", + "source": "UltimateAdventurer", + "page": 41, + "featureType": [ + "MagMod" + ], + "entries": [ + "Your jump distances are tripled and taking damage from falling does not knock you {@condition prone}.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "You can use an action to gain a {@quickref Flying Movement|PHB|3|0|flying speed} of 30 feet for 1 minute." + ] + } + ] + }, + { + "name": "Aquatic Environment Adaptor", + "source": "UltimateAdventurer", + "page": 41, + "featureType": [ + "MagMod" + ], + "entries": [ + "You can breathe air and water and gain a swimming speed of 30 feet.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "You can use a bonus action to enhance your mobility for the next minute. During this time, your movement doesn't provoke {@action opportunity attack|PHB|opportunity attacks} and your swimming speed increases to 60 feet." + ] + } + ] + }, + { + "name": "Arcane Amplification Unit", + "source": "UltimateAdventurer", + "page": 41, + "featureType": [ + "MagMod" + ], + "entries": [ + "When you install this module, choose any one {@filter cantrip from the wizard spell list|spells|source=|level=0|class=wizard|components & miscellaneous==}. While this module is installed, you can cast this cantrip as though you know it, and it counts as an artificer spell for you.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "When you expend a spell slot to cast an {@filter artificer spell|spells|source=|class=artificer|components & miscellaneous==}, you can cause the spell to be cast at one level higher than the expended spell slot (to a maximum of 6th level)." + ] + } + ] + }, + { + "name": "Armored Chassis Installation", + "source": "UltimateAdventurer", + "page": 41, + "featureType": [ + "MagMod" + ], + "entries": [ + "When you install this module, choose a set of armor within 5 feet of you. You incorporate this armor into your body and can don or doff it as a bonus action on each of your turns. While doffed, the armor remains under your skin and is not able to be detected except by magic. You are considered proficient with this armor.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "You can use your reaction when you take damage other than psychic damage to gain a bonus to your AC equal to your proficiency bonus against the triggering attack and gain a number of {@quickref temporary hit points|PHB|3|0} equal to your artificer level. You lose all temporary hit points gained from this module after 1 minute." + ] + } + ] + }, + { + "name": "Eldritch Armament Upgrade", + "source": "UltimateAdventurer", + "page": 42, + "featureType": [ + "MagMod" + ], + "entries": [ + "While you have this module installed, the weapon you incorporated with your {@optfeature Weapon Integration Unit|UltimateAdventurer} module deals an additional {@damage 1d4} force damage.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "As a bonus action, you can cause the weapon you incorporated with your Weapon Integration Unit to flood with eldritch energy for 1 minute. During this time, the weapon deals an additional {@damage 1d8} force damage." + ] + } + ], + "prerequisite": [ + { + "level": 9, + "feature": [ + "Weapon Integration Unit" + ] + } + ] + }, + { + "name": "Holographic Remodeling Projection Suite", + "source": "UltimateAdventurer", + "page": 42, + "featureType": [ + "MagMod" + ], + "entries": [ + "You can cast {@spell disguise self} at will, without expending a spell slot or providing verbal components.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "You can use an action to cast the {@spell invisibility} spell targeting yourself without expending a spell slot or providing verbal and material components. For the next 10 minutes, you can cast the spell in the same way any number of times." + ] + } + ] + }, + { + "name": "Load Bearing Exoskeleton", + "source": "UltimateAdventurer", + "page": 42, + "featureType": [ + "MagMod" + ], + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "You can use a bonus action to temporarily enhance your physicality for the next minute. During this time, you count as one size larger when determining who you can {@action grapple} and who can grapple you." + ] + } + ] + }, + { + "name": "Ocular Improvement Implants", + "source": "UltimateAdventurer", + "page": 42, + "featureType": [ + "MagMod" + ], + "entries": [ + "You gain {@sense darkvision} out to a range of 60 feet.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "You can use an action to gain {@sense blindsight} out to a range of 30 feet for the next minute." + ] + } + ] + }, + { + "name": "Peerless Warrior Protocol Lorebase", + "source": "UltimateAdventurer", + "page": 42, + "featureType": [ + "MagMod" + ], + "entries": [ + "When you install this module, choose one {@filter Fighting Style|optionalfeatures|feature type=fs:f} option of your choice from the {@class fighter} class. You gain the benefit of this fighting style while you have this module installed.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "You can use a bonus action to access alternative combat methodologies. When you do, choose two Fighting Style options of your choice from the fighter class you don't have and gain the benefits of those fighting styles for the next 10 minutes." + ] + } + ] + }, + { + "name": "Portable Barrier Installation", + "source": "UltimateAdventurer", + "page": 42, + "featureType": [ + "MagMod" + ], + "entries": [ + "When you install this module, choose a shield within 5 feet of you. You incorporate this shield into your body and can equip it or take it off again on your turn with no action required by you. While unequipped, the shield remains under your skin and is not able to be detected except by magic.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "You can use a bonus action to cause your shield to project a defensive field around you for 1 minute. During this time, you gain +1 bonus to your AC and you have resistance to force damage." + ] + } + ] + }, + { + "name": "Skill Emulation Lorebase", + "source": "UltimateAdventurer", + "page": 42, + "featureType": [ + "MagMod" + ], + "entries": [ + "When you install this module, choose a {@table skills|PHB|skill} or {@filter tool kit|items|source=|type=tools|category=}. You are proficient in the chosen skill or with the chosen tool kit while this module remains installed.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "As a bonus action, you can reconfigure your lorebase to replace the skill or tool kit you chose when you installed this module with a different skill or tool kit." + ] + } + ] + }, + { + "name": "Vital Systems Redundancy Enhancement", + "source": "UltimateAdventurer", + "page": 42, + "featureType": [ + "MagMod" + ], + "entries": [ + "While you have this module installed, your hit point maximum increases by an amount equal to your artificer level.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "You can use a bonus action to regain a number of hit points equal to your artificer level + your Constitution modifier. When you do, you can also end one disease or poison affecting you." + ] + } + ] + }, + { + "name": "Weapon Integration Unit", + "source": "UltimateAdventurer", + "page": 42, + "featureType": [ + "MagMod" + ], + "entries": [ + "When you install this module, choose a weapon within 5 feet of you that isn't being worn or carried by another creature. You incorporate this weapon into your body and are able to call it to your hand or dismiss it again, no action required by you. While dismissed, the weapon is integrated into your body and is not able to be detected except by magic. You are considered proficient with this weapon.", + { + "type": "entries", + "name": "Surge", + "entries": [ + "You can use a bonus action to cause the weapon you incorporated with this module to surge with arcane power for 1 minute. During this time, the weapon deals an additional {@damage 1d4} force damage." + ] + } + ] + }, + { + "name": "Box Trap", + "source": "UltimateAdventurer", + "page": 56, + "featureType": [ + "Mime" + ], + "entries": [ + "As an action, you can expend one use of your {@classFeature Bardic Inspiration|Bard||1} and mime creating a box with your hands to magically trap a Large or smaller creature you can see within 30 feet of you in an invisible box until the start of your next turn. The box is a cube large enough to encapsulate each space the target occupies, and its sides are solid planes of force. When a creature attempts to pass through one of the cube's sides, it must succeed on a Strength saving throw or take force damage equal to a roll of your Bardic Inspiration die. A creature's speed becomes 0 until the start of your next turn if it takes force damage from this trick." + ] + }, + { + "name": "Empty Calories", + "source": "UltimateAdventurer", + "page": 56, + "featureType": [ + "Mime" + ], + "entries": [ + "Over the course of 1 minute, you can expend a use of your {@classFeature Bardic Inspiration|Bard||1} and mime cooking and serving a meal to magically create invisible food. Roll your Bardic Inspiration die. A single creature can eat the meal, which has no taste but grants the creature {@quickref temporary hit points|PHB|3|0} equal to the result and enough nourishment to sustain it for a single day. If the meal isn't consumed within 10 minutes, it is lost." + ] + }, + { + "name": "Imaginary Weapon", + "source": "UltimateAdventurer", + "page": 56, + "featureType": [ + "Mime" + ], + "entries": [ + "As a bonus action, you can expend one use of your {@classFeature Bardic Inspiration|Bard||1} and mime holding a fearsome weapon to magically create an invisible {@filter simple melee weapon|items|source=|type=simple weapon;melee weapon=} in your hand that lasts for 1 minute or until it leaves your hand. You are proficient with the weapon, which has the light property, deals force damage, and uses your Bardic Inspiration die as its damage die. You use your Charisma for the invisible weapon's attack and damage rolls, instead of your Strength." + ] + }, + { + "name": "Rope Pull", + "source": "UltimateAdventurer", + "page": 57, + "featureType": [ + "Mime" + ], + "entries": [ + "As an action, you can expend one use of your {@classFeature Bardic Inspiration|Bard||1} and mime twirling and throwing a rope to attempt to magically lasso a creature or object you can see within 60 feet of you with an invisible rope. If the target is Large or smaller, it must make a Strength saving throw. On a failure, roll your Bardic Inspiration die and the target is knocked {@condition prone} and pulled a number of feet straight toward you up to 5 times the result.", + "If the target is Huge or larger or affixed to a creature or object of that size, roll your Bardic Inspiration die. You pull yourself a number of feet straight toward it up to 5 times the result." + ] + }, + { + "name": "Slippery Terrain", + "source": "UltimateAdventurer", + "page": 57, + "featureType": [ + "Mime" + ], + "entries": [ + "As an action, you can expend one use of your {@classFeature Bardic Inspiration|Bard||1} and mime slipping around on ice to magically make the ground in a 10-foot radius around you incredibly slick for 1 minute or until you lose {@condition concentration} (as though concentrating on a spell). The ground in the area becomes {@quickref difficult terrain|PHB|4}, and whenever a creature other than you walks into a space in the area for the first time each turn, it must succeed on a Dexterity saving throw or take bludgeoning damage equal to your Bardic Inspiration die and be knocked {@condition prone}. The area does not follow you as you move." + ] + }, + { + "name": "Unseen Shield", + "source": "UltimateAdventurer", + "page": 57, + "featureType": [ + "Mime" + ], + "entries": [ + "When you are hit by an attack, you can use your reaction and expend one use of your {@classFeature Bardic Inspiration|Bard||1} to place your hands out in front of you and magically block the attack with an invisible plane of force. Roll your Bardic Inspiration die and add the result to your AC until the start of your next turn, including against the triggering attack." + ] + }, + { + "name": "Trust Bridge", + "source": "UltimateAdventurer", + "page": 57, + "featureType": [ + "Mime" + ], + "entries": [ + "As an action on your turn, you can expend a use of your {@classFeature Bardic Inspiration|Bard||1} and mime the construction of one end of a rope bridge to magically extend an invisible plane of force that is 5 feet wide straight out in front of you for 1 minute. The bridge's length can be a number of feet up to 5 × your bard level. Both ends of the bridge must connect to solid ground, otherwise the trick fails. For the duration, the bridge can be walked on as though it were flat ground, though it can only support a single creature at a time. Roll your Bardic Inspiration die. Once that number of creatures crosses the bridge, the bridge disappears." + ] + }, + { + "name": "Windy Day", + "source": "UltimateAdventurer", + "page": 57, + "featureType": [ + "Mime" + ], + "entries": [ + "As an action on your turn, you can expend a use of your {@classFeature Bardic Inspiration|Bard||1} and mime walking against a strong wind to magically create an immense current of invisible wind in your space for 1 minute or until you lose {@condition concentration} (as though concentrating on a spell). As you move, the wind accompanies you. When you make a ranged attack or a creature makes a ranged attack against you, you roll your Bardic Inspiration die and subtract the result from the attack roll. The wind also hedges out vapor, gas, and fog that can be dispersed by a strong wind." + ] + }, + { + "name": "Animal Bond", + "source": "UltimateAdventurer", + "page": 90, + "featureType": [ + "Dis", + "NDis" + ], + "entries": [ + "You can spend 2 ki points to cast either the {@spell animal friendship} or {@spell beast bond|XGE} spell. Once you reach 19th level in this class, you can cast either spell by spending 5 ki points. If you do, the spell can target monstrosities, in addition to beasts." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "animal friendship", + "beast bond|XGE" + ], + "5": [ + "animal friendship", + "beast bond|XGE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Aura Detection", + "source": "UltimateAdventurer", + "page": 90, + "featureType": [ + "Dis", + "NDis" + ], + "entries": [ + "You can spend 2 ki points to cast either the {@spell detect evil and good} or {@spell detect magic} spell." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "detect evil and good", + "detect magic" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Battlemind", + "source": "UltimateAdventurer", + "page": 90, + "featureType": [ + "Dis", + "LDis" + ], + "entries": [ + "You can spend 2 ki points to cast {@spell heroism}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "heroism" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Energy Absorption", + "source": "UltimateAdventurer", + "page": 90, + "featureType": [ + "Dis", + "NDis" + ], + "entries": [ + "You can spend 2 ki points to cast {@spell absorb elements|XGE}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "absorb elements|XGE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Mental Whispers", + "source": "UltimateAdventurer", + "page": 90, + "featureType": [ + "Dis", + "DDis" + ], + "entries": [ + "You can spend 2 ki points to cast {@spell dissonant whispers}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "dissonant whispers" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Presence Attunement", + "source": "UltimateAdventurer", + "page": 90, + "featureType": [ + "Dis", + "NDis" + ], + "entries": [ + "You can use your action to access minor presence powers. When you use this discipline, choose one of the following effects:", + { + "type": "list", + "items": [ + "For the next 10 minutes, you can hold your breath for three times as long.", + "For 1 hour, you understand all spoken languages. This effect does not grant the ability to speak those languages.", + "You cast the {@spell mage hand} cantrip. When you cast the spell this way, you can spend 1 ki point to cause the hand to be invisible to other creatures for the duration.", + "For 1 minute, you can use your Wisdom, instead of Strength, to calculate the height of your high jump and the distance of your long jump. For the duration, whenever you would take damage due to {@quickref falling|XGE|2|0} falling, you reduce the damage by your monk level." + ] + } + ], + "additionalSpells": [ + { + "innate": { + "_": [ + "mage hand" + ] + } + } + ] + }, + { + "name": "Presence Drain", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" + ], + "entries": [ + "You can spend 2 ki points to cast {@spell drain|UltimateAdventurer}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "drain|UltimateAdventurer" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Presence Heal", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "LDis" + ], + "entries": [ + "You can spend 2 ki points to cast {@spell cure wounds}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "cure wounds" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Presence Push", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "entries": [ + "As an action, you can spend 1 ki point and choose a creature or object you can see within 30 feet of you. If it is a creature, it must make a Strength saving throw. If the target fails its save or is an object, you push it up to 20 feet in a straight line away from you, plus an extra 10 feet for each additional ki point you spend. This discipline has no effect on a creature that is Huge or larger unless 5 or more ki points were spent to use it." + ] + }, + { + "name": "Presence Throw", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "entries": [ + "You can spend 2 ki points to cast {@spell catapult|XGE}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "catapult|XGE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Reinforce Will", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "LDis" + ], + "entries": [ + "You can spend 2 ki points to cast {@spell bless}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "bless" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Weaken Will", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" + ], + "entries": [ + "You can spend 2 ki points to cast {@spell bane}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "bane" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Weapon Throwing", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "entries": [ + "As a bonus action, you can spend 1 ki point to bond with a melee {@classFeature Martial Arts|Monk||1||monk weapon} you're holding for 1 minute. For the duration, the weapon becomes magical if it isn't already, gains the thrown (range 20/60) property, and returns to your hand immediately following each ranged weapon attack you make with it." + ] + }, + { + "name": "Conquer Emotion", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "LDis" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "You can spend 3 ki points to cast {@spell calm emotions}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "calm emotions" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Invade Mind", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "You can spend 3 ki points to cast {@spell mind spike|XGE}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "mind spike|XGE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Mind Search", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "You can spend 3 ki points to cast {@spell detect thoughts}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "detect thoughts" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Mind Trick", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "You can spend 3 ki points to cast {@spell suggestion}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "suggestion" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Presence Blind", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "LDis" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "You can spend 3 ki points to cast {@spell blindness/deafness}. When you cast the spell with this discipline, it can't be used to deafen the target." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "blindness/deafness" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Presence Choke", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "You can spend 3 ki points to cast {@spell throat rend|UltimateAdventurer}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "throat rend|UltimateAdventurer" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Presence Hold", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "You can spend 3 ki points to cast {@spell levitate} targeting a creature or object other than yourself." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "levitate" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Presence Grip", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "You can spend 3 ki points to cast {@spell hold person}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "hold person" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Presence Sight", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "You can spend 2 or more ki points to gain {@sense blindsight} to a radius of 30 feet for 1 minute. For each additional ki point you spend, the radius increases by 10 feet for the duration." + ] + }, + { + "name": "Presence Whirlwind", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "You can spend 3 ki points to cast {@spell dust devil|XGE}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "dust devil|XGE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "See Truth", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "LDis" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "You can spend 3 ki points to cast {@spell see invisibility}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "see invisibility" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Summon Darkness", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" + ], + "prerequisite": [ + { + "level": 7 + } + ], + "entries": [ + "You can spend 3 ki points to cast {@spell darkness}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "darkness" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Danger Vision", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "LDis" + ], + "prerequisite": [ + { + "level": 13 + } + ], + "entries": [ + "You can spend 4 ki points to cast {@spell premonition|UltimateAdventurer}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "4": [ + "premonition|UltimateAdventurer" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Farsight", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "prerequisite": [ + { + "level": 13 + } + ], + "entries": [ + "You can spend 4 ki points to cast {@spell clairvoyance}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "4": [ + "clairvoyance" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Hibernation Trance", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "LDis" + ], + "prerequisite": [ + { + "level": 13 + } + ], + "entries": [ + "You can spend 4 ki points to cast {@spell feign death}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "4": [ + "feign death" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Mental Defense", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "prerequisite": [ + { + "level": 13 + } + ], + "entries": [ + "You can spend 4 ki points to cast {@spell intellect fortress|TCE}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "4": [ + "intellect fortress|TCE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Presence Deflection", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "prerequisite": [ + { + "level": 13 + } + ], + "entries": [ + "You can spend 4 ki points to cast {@spell mage barrier|UltimateAdventurer}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "4": [ + "mage barrier|UltimateAdventurer" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Presence Lightning", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" + ], + "prerequisite": [ + { + "level": 13 + } + ], + "entries": [ + "You can spend 4 ki points to cast {@spell lightning bolt}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "4": [ + "lightning bolt" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Seed Paranoia", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" + ], + "prerequisite": [ + { + "level": 13 + } + ], + "entries": [ + "You can spend 4 ki points to cast {@spell enemies abound|XGE}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "4": [ + "enemies abound|XGE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Summon Fear", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" + ], + "prerequisite": [ + { + "level": 13 + } + ], + "entries": [ + "You can spend 4 ki points to cast {@spell fear}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "4": [ + "fear" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Summon Light", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "LDis" + ], + "prerequisite": [ + { + "level": 13 + } + ], + "entries": [ + "You can spend 4 ki points to cast {@spell daylight}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "4": [ + "daylight" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Destroy Life", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" + ], + "prerequisite": [ + { + "level": 19 + } + ], + "entries": [ + "You can spend 5 ki points to cast {@spell blight}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "5": [ + "blight" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Enhance Prowess", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "prerequisite": [ + { + "level": 19 + } + ], + "entries": [ + "You can spend 5 ki points to cast {@spell freedom of movement}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "5": [ + "freedom of movement" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Honorable Combat", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "LDis" + ], + "prerequisite": [ + { + "level": 19 + } + ], + "entries": [ + "You can spend 5 ki points to cast {@spell duel of destiny|UltimateAdventurer}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "5": [ + "duel of destiny|UltimateAdventurer" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Presence Resilience", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "LDis" + ], + "prerequisite": [ + { + "level": 19 + } + ], + "entries": [ + "You can spend 5 ki points to cast {@spell aura of purity}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "5": [ + "aura of purity" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Presence Storm", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" + ], + "prerequisite": [ + { + "level": 19 + } + ], + "entries": [ + "You can spend 5 ki points to cast {@spell storm sphere|XGE}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "5": [ + "storm sphere|XGE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Crane", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" + ], + "entries": [ + "You have a {@quickref Flying Movement|PHB|3|0|flying speed} equal to your walking speed. This benefit only works in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft. Additionally, you can use a reaction when you are falling and spend 1 ki point to cast the {@spell feather fall} spell without material components." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "1": [ + "feather fall" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Eye", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" + ], + "entries": [ + "You have advantage on saving throws against illusion effects. As a bonus action, you can spend 2 ki points to gain {@sense blindsight} to a range of 30 feet for 1 minute." + ] + }, + { + "name": "Mandala", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" + ], + "entries": [ + "Your ki point maximum is increased by 1. At 11th level this bonus increases to 2. When you are reduced to 0 hit points, you can spend 1 ki point to automatically stabilize yourself before falling {@condition unconscious}." + ] + }, + { + "name": "Mask", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" + ], + "entries": [ + "You can spend 2 ki points to cast {@spell disguise self}. When you use this feature to cast the spell, its duration becomes 8 hours." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "disguise self" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Monkey", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" + ], + "entries": [ + "You can use your Dexterity modifier, instead of your Strength modifier, for {@skill Athletics} checks you make for grappling. When you take the {@action Attack} action, you can spend 1 ki point to make an additional attack as part of that action. This additional attack can only be used to {@action grapple}." + ] + }, + { + "name": "Mountain", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" + ], + "entries": [ + "You gain a +1 bonus to AC when you are unarmed, unarmored, and have no shield. When you take bludgeoning, piercing, or slashing damage, you can use your reaction and spend 1 ki point to gain resistance against the triggering damage." + ] + }, + { + "name": "Snake", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" + ], + "entries": [ + "You gain resistance to poison damage. When you deal damage with an unarmed strike, you can spend 1 ki point to deal an additional {@damage 1d8} poison damage." + ] + }, + { + "name": "Spider", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" + ], + "entries": [ + "You have a climbing speed of 30 feet. You can spend 3 ki points to cast the {@spell web} spell without material components." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "web" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Sun", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" + ], + "entries": [ + "You gain resistance to radiant damage. Additionally, when you take damage, you can use your reaction and spend 1 ki point to cause light to erupt from your body. When you do, each creature within 5 feet of you must succeed on a Constitution saving throw or be {@condition blinded} until the end of your next turn." + ] + }, + { + "name": "Tiger", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" + ], + "entries": [ + "You can choose to deal slashing damage, instead of bludgeoning damage, with your unarmed strikes. When you deal slashing damage with your unarmed strike, you can spend 1 ki point to deal an extra {@damage 1d10} damage." + ] + }, + { + "name": "Tree", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" + ], + "entries": [ + "You have advantage on saving throws against being knocked {@condition prone} or being moved against your will. You can spend 2 ki points to cast the {@spell entangle} spell." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "entangle" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Tsunami", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" + ], + "entries": [ + "You can breathe air and water and gain a swimming speed of 30 feet. Additionally, when you hit a creature with an unarmed strike, you can spend 1 ki point to attempt to knock the creature down. When you do, the creature must succeed on a Strength saving throw or fall {@condition prone}." + ] + }, + { + "name": "Arcane Anathema", + "source": "UltimateAdventurer", + "page": 159, + "featureType": [ + "Mal" + ], + "entries": [ + "Your curse is disruptive to other forms of magic. As an action, you can touch a creature and attempt to free it from a spell's effects. Make a curse ability check against a DC equal to 10 + twice the spell's level. On a success, you end the effects of the spell on the target. This has no effect on any of the spell's other targets." + ] + }, + { + "name": "Bolstering Suppression", + "source": "UltimateAdventurer", + "page": 159, + "featureType": [ + "Mal" + ], + "entries": [ + "Your curse protects you when you give it a nudge. When you use your {@classFeature Ailment Control|Accursed|UltimateAdventurer|2||Suppress}, you gain {@quickref temporary hit points|PHB|3|0} equal to your accursed level + your curse ability modifier. You lose any remaining temporary hit points from this ability when the {@classFeature Ailment Control|Accursed|UltimateAdventurer|2||Suppress} ends." + ] + }, + { + "name": "Enshrouding Imprecation", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" + ], + "entries": [ + "Your curse's magicks coat you like a shadowy cloak. You can {@action Hide} as a bonus action on your turn. Additionally, while you're in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, you can attempt to hide even from a creature that can see you." + ] + }, + { + "name": "Fecund Affliction", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" + ], + "entries": [ + "Your curse gleefully spreads its effects to other victims. Once, you can use your {@classFeature Ailment Control|Accursed|UltimateAdventurer|2||Afflict} without expending a spell slot. Its duration is 1 minute. You regain the use of this ability when you finish a {@quickref resting|phb|2|0|short or long rest}." + ] + }, + { + "name": "Hex Armor", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" + ], + "entries": [ + "When you're in danger, the magicks of your curse manifest around you like a suit of armor. Your AC can't be less than 13 + your curse ability modifier, regardless of what kind of armor you're wearing." + ] + }, + { + "name": "Hostile Bane", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" + ], + "entries": [ + "Your curse imbues your attacks with its dark magicks. Once during each of your turns when you hit a creature with an attack, you can cause the attack to deal additional necrotic damage equal to your curse ability modifier (minimum 1)." + ] + }, + { + "name": "Scourge Speech", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" + ], + "entries": [ + "Whenever you speak, you can imbue your voice with the power and vile nature of your curse, causing it to boom up to three times as loud as normal. Additionally, whenever you make a Charisma ({@skill Intimidation}) or Charisma ({@skill Persuasion}) check, you can gain a bonus to the check equal to your curse ability modifier (minimum +1). When you use either of these abilities, your voice gains an unsettling supernatural quality." + ] + }, + { + "name": "Swift Jinx", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" + ], + "entries": [ + "Your curse excitedly responds to being used for jinxes. You can use your {@classFeature Jinx|Accursed|UltimateAdventurer|1} as a bonus action. When you do, you can't use your action to maintain the jinx on your subsequent turns, even if the creature hasn't made the associated type of roll." + ] + }, + { + "name": "Capacious Anathema", + "source": "UltimateAdventurer", + "page": 160, + + "featureType": [ + "Mal" + ], + "entries": [ + "When you use your {@optfeature Arcane Anathema|UltimateAdventurer} and succeed on the ability check, you can choose up to five other creatures within 30 feet of the target that you can see that are also affected by the spell. You end the spell's effects on each of the chosen creatures.", + "Once you use this ability, you must finish a {@quickref resting|phb|2|0|short or long rest} before you can use it again." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Arcane Anathema" + ] + } + ] + }, + { + "name": "Eldritch Bane", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" + ], + "entries": [ + "Once during each of your turns when you roll damage for an accursed class feature or accursed spell that doesn't include an attack, you can add your curse ability modifier (minimum 1) to the damage roll." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Hostile Bane" + ] + } + ] + }, + { + "name": "Enervating Jinx", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" + ], + "entries": [ + "The following jinxes are added to the list of options you can choose when a creature fails its Wisdom saving throw against your {@classFeature Jinx|Accursed|UltimateAdventurer|1} feature:", + { + "type": "list", + "items": [ + "When the target makes its next damage roll for a spell, it rolls the damage dice twice and uses the lower result.", + "When the target makes its next damage roll for a weapon, it rolls the damage dice twice and uses the lower result." + ] + }, + "You can use these jinx options a total number of times equal to your proficiency bonus, and you regain your expended uses when you finish a {@quickref resting|phb|2|0|long rest}." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Swift Jinx" + ] + } + ] + }, + { + "name": "Hex Aura", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" + ], + "entries": [ + "When a creature you can see within 30 feet of you causes you to take damage, you can use your reaction to cast {@spell hex} on that creature, without expending a spell slot. When you cast the spell with this ability, it ends early if the target drops to 0 hit points." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Hex Armor" + ] + } + ] + }, + { + "name": "Hex Plate", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" + ], + "entries": [ + "Your AC can't be less than 16 + your curse ability modifier, regardless of what kind of armor you're wearing." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Hex Armor" + ] + } + ] + }, + { + "name": "Infectious Affliction", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" + ], + "entries": [ + "When your affliction ends on a creature before its full duration has elapsed, you can use your reaction to attempt to afflict a different creature you can see within 30 feet of the previously afflicted creature. The new target must succeed on a Wisdom saving throw or become the sufferer of the affliction for its remaining duration." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Fecund Affliction" + ] + } + ] + }, + { + "name": "Instinctual Suppression", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" + ], + "entries": [ + "When you roll initiative, you can use your reaction to use your {@classFeature Ailment Control|Accursed|UltimateAdventurer|2||Suppress}. If you do, you gain a +4 bonus to your AC until the end of your next turn. You can take this reaction even if you are {@quickref surprise|PHB|3|0|surprised}." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Bolstering Suppression" + ] + } + ] + }, + { + "name": "Martial Bane", + "source": "UltimateAdventurer", + "page": 161, + "featureType": [ + "Mal" + ], + "entries": [ + "You lose the benefits of your {@optfeature Hostile Bane|UltimateAdventurer}. Instead, each time you hit a creature with a weapon attack on your turn, you can cause the attack to deal additional necrotic damage equal to your curse ability modifier (minimum 1)." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Hostile Bane" + ] + } + ] + }, + { + "name": "Muffling Imprecation", + "source": "UltimateAdventurer", + "page": 161, + "featureType": [ + "Mal" + ], + "entries": [ + "While you're in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, you can ignore the verbal components of your {@filter accursed spells|spells|class=Accursed (UAH)} and you gain a bonus to Dexterity ({@skill Stealth}) checks equal to your curse ability modifier (minimum +1)." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Enshrouding Imprecation" + ] + } + ] + }, + { + "name": "Obstinate Anathema", + "source": "UltimateAdventurer", + "page": 161, + "featureType": [ + "Mal" + ], + "entries": [ + "When you are {@condition incapacitated}, {@condition paralyzed}, {@condition petrified}, or {@condition stunned} by a spell's effects, you are still able to use your action, provided that you aren't {@condition unconscious} and the only action you take is to use your {@optfeature Arcane Anathema|UltimateAdventurer}." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Arcane Anathema" + ] + } + ] + }, + { + "name": "Prolific Affliction", + "source": "UltimateAdventurer", + "page": 161, + "featureType": [ + "Mal" + ], + "entries": [ + "When you spend a spell slot of 2nd-level or higher to use your {@classFeature Ailment Control|Accursed|UltimateAdventurer|2||Afflict}, instead of increasing the affliction's duration, you can choose an additional target for each slot level above 1st. If you do, each target that fails its saving throw is afflicted for 1 minute." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Fecund Affliction" + ] + } + ] + }, + { + "name": "Resistant Suppression", + "source": "UltimateAdventurer", + "page": 161, + "featureType": [ + "Mal" + ], + "entries": [ + "When you use your {@classFeature Ailment Control|Accursed|UltimateAdventurer|2||Suppress}, you gain resistance to any damage type of your choice. You lose this resistance when the Suppress ends or you use your Suppress again." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Bolstering Suppression" + ] + } + ] + }, + { + "name": "Scourge Sense", + "source": "UltimateAdventurer", + "page": 161, + "featureType": [ + "Mal" + ], + "entries": [ + "You can cast the {@spell detect evil and good} and {@spell detect magic} spells at will, without expending a spell slot. While you {@condition concentration|PHB|concentrate} on either spell, you are also aware if any creature or object within 30 feet of you is cursed, and can use your action on your turn to learn the properties of a curse affecting one such creature or object." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Scourge Speech" + ] + } + ] + }, + { + "name": "Scourge Visage", + "source": "UltimateAdventurer", + "page": 161, + + "featureType": [ + "Mal" + ], + "entries": [ + "As an action, you can cause the magicks of your curse to manifest around you as a horrifying visage. The visage intangibly coats your entire body and anything you're wearing or carrying, and can look like a cloak, a suit of armor, or another type of inanimate covering that obscures your features. While you're cloaked in the visage, ability checks made to ascertain your emotional state or whether you're lying automatically fail, and whenever an enemy within 5 feet of you that can see you makes a saving throw against being {@condition frightened}, it subtracts your curse ability modifier (minimum 1) from the roll.", + "The visage remains until you become {@condition incapacitated} or you choose to dismiss it (no action required)." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Scourge Speech" + ] + } + ] + }, + { + "name": "Sleighting Imprecation", + "source": "UltimateAdventurer", + "page": 161, + "featureType": [ + "Mal" + ], + "entries": [ + "While you're in {@quickref Vision and Light|PHB|2||dim light} or {@quickref Vision and Light|PHB|2||darkness}, you can ignore the somatic components of your {@filter accursed spells|spells|class=Accursed (UAH)}, you gain a bonus to Dexterity ({@skill Sleight of Hand}) and Dexterity ({@item Thieves' tools|phb}) checks equal to your curse ability modifier (minimum +1) , and you can magically form the magicks of your curse into a set of thieves' tools whenever you would make an ability check using thieves' tools." + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Enshrouding Imprecation" + ] + } + ] + }, + { + "name": "Startling Jinx", + "source": "UltimateAdventurer", + "page": 161, + + "featureType": [ + "Mal" + ], + "entries": [ + "The following jinxes are added to the list of options you can choose when a creature fails its Wisdom saving throw against your {@classFeature Jinx|Accursed|UltimateAdventurer|1} feature:", + { + "type": "list", + "items": [ + "The target has disadvantage on the next saving throw it makes against being {@condition frightened}.", + "The target has disadvantage on the next Constitution saving throw it makes to maintain its {@condition concentration}." + ] + + } + ], + "prerequisite": [ + { + "level": 10, + "feature": [ + "Swift Jinx" + ] + } + ] + }, + { + "name": "Adaptive Malediction", + "source": "UltimateAdventurer", + "page": 161, + + "featureType": [ + "Mal" + ], + "entries": [ + "When you finish a {@quickref resting|phb|2|0|short rest}, you can choose to replace one of your other metamorphoses with a different metamorphosis, and when you finish a {@quickref resting|phb|2|0|long rest}, you can choose to replace any number of your other metamorphoses with different metamorphoses. To choose a replacement metamorphosis, you must meet its prerequisites, and it can't have an 18th level prerequisite.", + "If replacing a metamorphosis causes you to no longer meet another metamorphosis' prerequisites, you must also replace that metamorphosis. If you are replacing two or more metamorphoses simultaneously with this ability, you can choose a metamorphosis at the same time you choose its prerequisite metamorphosis." + ], + "prerequisite": [ + { + "level": 18 + } + ] + }, + { + "name": "Crippling Jinx", + "source": "UltimateAdventurer", + "page": 162, + "featureType": [ + "Mal" + ], + "entries": [ + "The following jinxes are added to the list of options you can choose when a creature fails its Wisdom saving throw against your {@classFeature Jinx|Accursed|UltimateAdventurer|1} feature:", + { + "type": "list", + "items": [ + "The target has disadvantage on the next attack roll it makes.", + "The target has disadvantage on the next saving throw it makes. Once you use this jinx on a creature, you must finish a {@quickref resting|phb|2|0|long rest} before you can use it on that creature again." + ] + } + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Enervating Jinx", + "Startling Jinx" + ] + } + ] + }, + { + "name": "Dispelling Anathema", + "source": "UltimateAdventurer", + "page": 162, + + "featureType": [ + "Mal" + ], + "entries": [ + "You learn the {@spell dispel caster|UltimateAdventurer} spell if you don't already know it. It doesn't count against the number of {@filter accursed spells|spells|class=Accursed (UAH)} you know. You can cast {@spell dispel caster|UltimateAdventurer} once, without expending a spell slot. When you do, you must finish a {@quickref resting|phb|2|0|long rest} before you can cast it with this ability again.", + "Additionally, when you make an ability check as part of your {@optfeature Arcane Anathema|UltimateAdventurer}, you add your proficiency bonus to that ability check." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Capacious Anathema", + "Obstinate Anathema" + ] + } + ] + }, + { + "name": "Doubling Jinx", + "source": "UltimateAdventurer", + "page": 162, + + "featureType": [ + "Mal" + ], + "entries": [ + "When you use your {@classFeature Jinx|Accursed|UltimateAdventurer|1}, you can target a second creature within range. If both targets fail their Wisdom saving throw against the feature, you can choose a different jinx for each target.", + "If neither jinxed target makes the associated type of roll before the end of your next turn, you can use the same action to maintain both jinxes, given that the jinx hasn't ended for another reason and you are able to maintain the jinx." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Enervating Jinx", + "Startling Jinx" + ] + } + ] + }, + { + "name": "Facile Suppression", + "source": "UltimateAdventurer", + "page": 162, + "featureType": [ + "Mal" + ], + "entries": [ + "You can use your {@classFeature Ailment Control|Accursed|UltimateAdventurer|2||Suppress} at will, without expending a spell slot. When you use Suppress with this ability, the Suppress doesn't end until you die or until you choose to end it (no action required)." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Instinctual Suppression", + "Resistant Suppression" + ] + } + ] + }, + { + "name": "Explosive Bane", + "source": "UltimateAdventurer", + "page": 162, + "featureType": [ + "Mal" + ], + "entries": [ + "Once during each of your turns when you hit a creature with an attack or deal damage to it with an accursed spell, you can cause the target to take an additional {@damage 1d8} necrotic damage from the attack or spell. When you use this ability, you can also choose to expend a spell slot to cause the creature to take an additional {@scaledamage 1d8|1-9|1d8} necrotic damage per level of the expended spell slot." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Eldritch Bane", + "Martial Bane" + ] + } + ] + }, + { + "name": "Hex Phalanx", + "source": "UltimateAdventurer", + "page": 162, + "featureType": [ + "Mal" + ], + "entries": [ + "Your curse recognizes your allies and will protect them while they are alongside you. As long as one or more friendly creatures are within 5 feet of you, each of those creatures gains a bonus to its AC, and you and each of those creatures gains a bonus to any Strength or Dexterity saving throw it makes. The bonus is equal to your curse ability modifier (minimum +1). You and at least one friendly creature within 5 feet of you must be conscious to gain the bonus." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Hex Aura", + "Hex Plate" + ] + } + ] + }, + { + "name": "Hex Shield", + "source": "UltimateAdventurer", + "page": 162, + "featureType": [ + "Mal" + ], + "entries": [ + "You can concentrate your curse's magicks to deflect weapons and magic. Whenever you take damage, you can use your reaction to halve the amount of damage you take." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Hex Aura", + "Hex Plate" + ] + } + ] + }, + { + "name": "Immune Suppression", + "source": "UltimateAdventurer", + "page": 162, + "featureType": [ + "Mal" + ], + "entries": [ + "When you use your {@classFeature Ailment Control|Accursed|UltimateAdventurer|2||Suppress}, choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You gain immunity to the chosen damage type until the Suppress or you use your Suppress again." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Instinctual Suppression", + "Resistant Suppression" + ] + } + ] + }, + { + "name": "Insidious Imprecation", + "source": "UltimateAdventurer", + "page": 162, + "featureType": [ + "Mal" + ], + "entries": [ + "If you're hidden from a creature when one of your accursed features or an accursed spell you cast requires the creature to make a saving throw, it has disadvantage on any saving throw it makes against the spell or feature this turn." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Muffling Imprecation", + "Sleighting Imprecation" + ] + } + ] + }, + { + "name": "Negating Anathema", + "source": "UltimateAdventurer", + "page": 163, + "featureType": [ + "Mal" + ], + "entries": [ + "When you become the target of a spell, you can use your reaction to attempt to negate the spell's effects on yourself. If the spell is of {@filter 5th level or lower|spells|source=|level=0;1;2;3;4;5}, the spell fails to affect you. If the spell is of {@filter 6th level or higher|spells|source=|level=6;7;8;9}, you must make a curse ability check with DC equal to 15 + the spell's level; on a success, the spell fails to affect you. You must be able to see the source of the spell to use this ability, and this ability has no effect on the spell's other targets." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Capacious Anathema", + "Obstinate Anathema" + ] + } + ] + }, + { + "name": "Scourge Attunement", + "source": "UltimateAdventurer", + "page": 163, + "featureType": [ + "Mal" + ], + "entries": [ + "You can attune to three additional magic items, provided that each of the additional items is cursed. If a cursed item you're attuned to is a weapon or suit of armor, you are considered proficient with the item for the duration of your attunement to it." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Scourge Sense", + "Scourge Visage" + ] + } + ] + }, + { + "name": "Scourge Presence", + "source": "UltimateAdventurer", + "page": 163, + "featureType": [ + "Mal" + ], + "entries": [ + "As a bonus action, you can force each creature of your choice that can see or hear you within 30 feet of you to make a Wisdom saving throw or become {@condition frightened} of you for 1 minute. At the start of each of its turns, a creature frightened by this ability takes {@damage 2d8} psychic damage if it can see or hear you, or can repeat the saving throw if it can't see or hear you, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability until you finish a {@quickref resting|phb|2|0|long rest}." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Scourge Sense", + "Scourge Visage" + ] + } + ] + }, + { + "name": "Transferring Affliction", + "source": "UltimateAdventurer", + "page": 163, + "featureType": [ + "Mal" + ], + "entries": [ + "When one or more creatures fail their saving throw against your {@classFeature Ailment Control|Accursed|UltimateAdventurer|2||Afflict}, you can choose to ignore the effects of the chosen ailment for the duration. If you do, the afflicted creature has disadvantage on saving throws it makes to end its affliction and takes {@damage 1d8} necrotic damage at the start of each of its turns for the duration." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Scourge Sense", + "Scourge Visage" + ] + } + ] + }, + { + "name": "Umbral Imprecation", + "source": "UltimateAdventurer", + "page": 163, + + "featureType": [ + "Mal" + ], + "entries": [ + "If you don't already have {@sense darkvision}, you gain darkvision to a range of 60 feet. Magical darkness doesn't impede your darkvision.", + "Additionally, your curse creates a shadowy gloom around you. While in an area of {@quickref Vision and Light|PHB|2||bright light}, you count as being in {@quickref Vision and Light|PHB|2||dim light}; while in an area of {@quickref Vision and Light|PHB|2||dim light}, you count as being in {@quickref Vision and Light|PHB|2||darkness}; and while in an area of {@quickref Vision and Light|PHB|2||darkness}, you count as being in magical {@spell darkness}." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Muffling Imprecation", + "Sleighting Imprecation" + ] + } + ] + }, + { + "name": "Vengeful Bane", + "source": "UltimateAdventurer", + "page": 163, + "featureType": [ + "Mal" + ], + "entries": [ + "When a creature you can see within 30 feet of you causes you to take damage, you can use your reaction to make a weapon attack against that creature or cast an {@filter accursed spell|spells|source=|class=accursed (uah)} at the creature, given that the creature is within range. The spell must have {@filter a casting time of 1 action and target only that creature|spells|source=|class=accursed (uah)|cast time=action|area style=st}. If the creature would take damage from the attack or spell, it takes additional necrotic damage equal to your curse ability modifier (minimum 1)." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Eldritch Bane", + "Martial Bane" + ] + } + ] + }, + { + "name": "Vile Affliction", + "source": "UltimateAdventurer", + "page": 163, + "featureType": [ + "Mal" + ], + "entries": [ + "You can use your {@classFeature Ailment Control|Accursed|UltimateAdventurer|2||Afflict} as a bonus action on your turn.", + "Additionally, when you use your Afflict, you can choose any number of your ailments. If a target fails its saving throw, it suffers each of the chosen ailments for the duration." + ], + "prerequisite": [ + { + "level": 18, + "feature": [ + "Scourge Sense", + "Scourge Visage" + ] + } + ] + }, + { + "name": "Charm Ray", + "source": "UltimateAdventurer", + "page": 186, + "featureType": [ + "Eye Ray" + ], + "entries": [ + "The target creature must succeed on a Wisdom saving throw or be {@condition charmed} by you and the eye spy until the end of your next turn, or until you or the eye spy harm it." + ] + }, + { + "name": "Death Ray", + "source": "UltimateAdventurer", + "page": 186, + "featureType": [ + "Eye Ray" + ], + "entries": [ + "The target creature must succeed on a Dexterity saving throw or take necrotic damage equal to a roll of your hemocraft die + PB. The target dies if the ray reduces it to 0 hit points." + ] + }, + { + "name": "Enervation Ray", + "source": "UltimateAdventurer", + "page": 186, + "featureType": [ + "Eye Ray" + ], + "entries": [ + "The target creature must make a Constitution saving throw. Its current hit points are reduced by a roll of your hemocraft die on a failed save, or half as much on a successful one." + ] + }, + { + "name": "Fear Ray", + "source": "UltimateAdventurer", + "page": 186, + "featureType": [ + "Eye Ray" + ], + "entries": [ + "The target creature must succeed on a Wisdom saving throw or be {@condition frightened} of you and the eye spy until the end of your next turn." + ] + }, + { + "name": "Fire Ray", + "source": "UltimateAdventurer", + "page": 186, + "featureType": [ + "Eye Ray" + ], + "entries": [ + "If the target is a creature, it must succeed on a Dexterity saving throw or take fire damage equal to a roll of your hemocraft die + PB. If the target is a nonmagical flammable object that isn't being worn or carried, it ignites." + ] + }, + { + "name": "Frost Ray", + "source": "UltimateAdventurer", + "page": 186, + "featureType": [ + "Eye Ray" + ], + "entries": [ + "The target creature must succeed on a Dexterity saving throw or take cold damage equal to a roll of your hemocraft die + PB and have its speed reduced by 5 feet until the start of your next turn." + ] + }, + { + "name": "Slowing Ray", + "source": "UltimateAdventurer", + "page": 186, + "featureType": [ + "Eye Ray" + ], + "entries": [ + "The target creature must make a Dexterity saving throw. On a failed save, the target's speed is halved until the end of your next turn. In addition, the creature can take either an action or a bonus action during its next turn, not both." + ] + }, + { + "name": "Telekinetic Ray", + "source": "UltimateAdventurer", + "page": 187, + "featureType": [ + "Eye Ray" + ], + "entries": [ + "If the target is a creature, it must succeed on a Strength saving throw or the eye spy moves it 10 feet in any direction. If the target is an object weighing 30 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The eye spy can exert fine control on objects this way, such as manipulating a simple tool or opening a door or a container." + ] + }, + { + "name": "Blinding Ray", + "source": "UltimateAdventurer", + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Blood Hunter" + } + } + } + ], + "entries": [ + "The target creature must succeed on a Constitution saving throw or be {@condition blinded} until the end of its next turn." + ] + }, + { + "name": "Confusion Ray", + "source": "UltimateAdventurer", + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Blood Hunter" + } + } + } + ], + "entries": [ + "The target creature must succeed on a Wisdom saving throw or, during its next turn, it uses its action to make a melee or ranged attack against a randomly determined creature, and can use its movement only to get within range of the creature. If it can't attack, it does nothing on its turn." + ] + }, + { + "name": "Psychic Ray", + "source": "UltimateAdventurer", + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Blood Hunter" + } + } + } + ], + "entries": [ + "The target creature must succeed on an Intelligence saving throw or take psychic damage equal to a roll of your hemocraft die + PB." + ] + }, + { + "name": "Pushing Ray", + "source": "UltimateAdventurer", + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Blood Hunter" + } + } + } + ], + "entries": [ + "The target creature must succeed on a Strength saving throw or be pushed up to 10 feet directly away from the eye spy and be knocked {@condition prone}." + ] + }, + { + "name": "Radiant Ray", + "source": "UltimateAdventurer", + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ + { + "level": { + "level": 7, + "class": { + "name": "Blood Hunter" + } + } + } + ], + "entries": [ + "The target creature must succeed on a Dexterity saving throw or take radiant damage equal to a roll of your hemocraft die + PB." + ] + }, + { + "name": "Disintegration Ray", + "source": "UltimateAdventurer", + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter" + } + } + } + ], + "entries": [ + "If the target is a creature, it must succeed on a Dexterity saving throw or take force damage equal to a roll of your hemocraft die. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.", + "If the target is a Tiny nonmagical object, it is disintegrated without a saving throw. If the target is a Small or larger nonmagical object, this ray disintegrates a 1-foot cube of it." + ] + }, + { + "name": "Petrifying Ray", + "source": "UltimateAdventurer", + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter" + } + } + } + ], + "entries": [ + "The target creature must make a Dexterity saving throw. On a failure, the creature turns partially to stone and is {@condition restrained} until the end of your next turn." + ] + }, + { + "name": "Sleep Ray", + "source": "UltimateAdventurer", + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter" + } + } + } + ], + "entries": [ + "The target creature must succeed on a Wisdom saving throw or fall asleep and remain {@condition unconscious} until the end of your next turn. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead." + ] + }, + { + "name": "Vulnerability Ray", + "source": "UltimateAdventurer", + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ + { + "level": { + "level": 11, + "class": { + "name": "Blood Hunter" + } + } + } + ], + "entries": [ + "The target creature must make a Constitution saving throw. On a failure, the creature becomes more vulnerable to harm, losing any damage resistances and immunities it has until the end of your next turn. Additionally, the first time the creature takes damage during that time, it takes double the damage." + ] + }, + { + "name": "Paralyzing Ray", + "source": "UltimateAdventurer", + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Blood Hunter" + } + } + } + ], + "entries": [ + "The target creature must succeed on a Constitution saving throw or be paralyzed until the end of its next turn or until it takes damage." + ] + }, + { + "name": "Blood Curse of Diminution", + "source": "UltimateAdventurer", + "page": 190, + "featureType": [ + "Blood Curse" + ], + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Blood Hunter" + }, + "subclass": { + "name": "Order of the Giantfeller", + "visible": true + } + } + } + ], + "entries": [ + "As a bonus action, you can curse a creature that you can see that is within 30 feet of you. That creature must succeed on a Constitution saving throw or have its size reduced by one category (from Large to Medium, for example) for 1 minute. While the creature is reduced in size, it has disadvantage on Strength ability checks and saving throws, and each time it deals damage with a weapon attack, it must roll your hemocraft die and subtract it from the damage dealt (to a minimum of 0 damage).", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "On a failed save, for the duration of the blood curse, the creature has its size reduced by two categories (from Large to Small, for example) instead of one and its current and maximum hit points are reduced by {@dice 3d6}." + ] + } + ] + }, + { + "name": "Blood Curse of Domination", + "source": "UltimateAdventurer", + "page": 190, + "featureType": [ + "Blood Curse" + ], + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Blood Hunter" + }, + "subclass": { + "name": "Order of the Infected Mind", + "visible": true + } + } + } + ], + "entries": [ + "As an action, you attempt to dominate the will of a creature you can see within 30 feet of you. It must succeed on a Wisdom saving throw or become {@condition charmed} by you until the end of your next turn or until you lose {@condition concentration} (as though concentrating on a spell). While the creature is charmed by you, you have total and precise control of it; it takes only the actions you choose and doesn't do anything you don't allow it to do. You can cause the creature to use a reaction, but this requires you to use your reaction as well.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "This use of the ability ignores any immunity to the charmed condition that the target has." + ] + } + ] + }, + { + "name": "Blood Curse of Optometry", + "source": "UltimateAdventurer", + "page": 190, + "featureType": [ + "Blood Curse" + ], + "prerequisite": [ + { + "level": { + "level": 15, + "class": { + "name": "Blood Hunter" + }, + "subclass": { + "name": "Order of the Eye", + "visible": true + } + } + } + ], + "entries": [ + "When your {@creature eye spy|UltimateAdventurer} uses its eye ray action and targets a creature, you can use your reaction to impose disadvantage on the target's saving throw.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "For this eye ray, instead of rolling to randomly determine which eye ray the eye spy uses, you choose one of its available eye rays." + ] + } + ] + }, + { + "name": "Blood Curse of the Scale", + "source": "UltimateAdventurer", + "page": 190, + "featureType": [ + "Blood Curse" + ], + "prerequisite": [ + { + "level": { + "level": 18, + "class": { + "name": "Blood Hunter" + }, + "subclass": { + "name": "Order of the Dragoon", + "visible": true + } + } + } + ], + "entries": [ + "As an action, scales of the color associated with your dragon blood coat your body for 1 minute. For the duration, you gain immunity to the damage type associated with your {@subclassFeature dragon blood|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|3}, and your AC can't be less than 15 + your Constitution modifier + your Intelligence modifier, regardless of the type of armor you're wearing.", + { + "type": "entries", + "name": "Amplify", + "entries": [ + "You regain one expended use of your {@subclassFeature breath weapon|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|7}. Once you amplify this blood curse, you must finish a {@quickref resting|phb|2|0|short or long rest} before you can amplify it again." + ] + } + ] + } + ], + "monster": [ + { + "name": "Domesticated Ooze", + "source": "UltimateAdventurer", + "page": 38, + "summonedByClass": "Artificer|TCE", + "size": [ + "M" + ], + "type": "ooze", + "alignment": [ + "U" + ], + "ac": [ + 13 + ], + "hp": { + "special": "2 + your Intelligence modifier + five times your artificer level (the ooze has a number of Hit Dice [d8s] equal to your artificer level)" + }, + "speed": { + "walk": 25, + "climb": 25 + }, + "str": 17, + "dex": 8, + "con": 14, + "int": 8, + "wis": 12, + "cha": 3, + "skill": { + "athletics": "+3 + PB", + "perception": "+1 + PB", + "stealth": "-1 plus PB × 2" + }, + "passive": "11 + PB", + "shortName": true, + "senses": [ + "Blindsight 60 ft.(blind beyond this distance)" + ], + "senseTags": [ + "B" + ], + "languages": [ + "— (understands your speech only)" + ], + "pbNote": "equals your bonus", + "conditionImmune": [ + { + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "poisoned", + "prone" + ] + } + ], + "trait": [ + { + "name": "Amorphous", + "entries": [ + "The ooze can move through a space as narrow as 1 inch wide without squeezing." + ] + }, + { + "name": "Transparent", + "entries": [ + "Even when the domesticated ooze is in plain sight, it has advantage on Dexterity ({@skill Stealth}) ability checks to hide if it hasn't moved or attacked this turn. If a creature tries to move into the domesticated ooze's space, the domesticated ooze can use its reaction to make one pseudopod attack against the creature." + ] + } + ], + "action": [ + { + "name": "Grasping Pseudopod", + "entries": [ + "{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target you can see. {@h} {@damage 1d4} bludgeoning damage and the target must succeed on a Strength saving throw against your artificer spell save DC or be {@condition grappled} by the domesticated ooze." + ] + }, + { + "name": "Striking Pseudopod", + "entries": [ + "{@atk Mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target you can see. {@h} {@damage 1d4} bludgeoning damage and {@damage 1d4 + PB} acid damage." + ] + } + ], + "damageTags": [ + "A", + "B" + ], + "savingThrowForced": [ + "strength" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Animated Marionette", + "source": "UltimateAdventurer", + "page": 58, + "summonedByClass": "Bard|PHB", + "size": [ + "T" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ + { + "special": "13 + PB (natural armor)" + } + ], + "hp": { + "special": "1 + your Charisma modifier + four times your bard level (the marionette has a number of Hit Dice [d6s] equal to your bard level)" + }, + "speed": 25, + "str": 6, + "dex": 16, + "con": 12, + "int": 8, + "wis": 8, + "cha": 13, + "save": { + "dex": "+3 + PB", + "cha": "+1 + PB" + }, + "skill": { + "acrobatics": "+3 + PB", + "performance": "+1 + PB" + }, + "passive": "9", + "immune": [ + "poison" + ], + "shortName": true, + "languages": [ + "understands the languages you speak" + ], + "pbNote": "equals your bonus", + "conditionImmune": [ + { + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ] + } + ], + "trait": [ + { + "name": "False Appearance", + "entries": [ + "While the animated marionette remains motionless, it is indistinguishable from an ordinary puppet." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "The marionette's weapon attacks are magical." + ] + } + ], + "action": [ + { + "name": "Pummel", + "entries": [ + "{@atk mw} {@hitYourSpellAttack} to hit, reach 5 ft., one target you can see. {@h} {@damage 1d4 + PB} bludgeoning damage and the target must succeed on a Strength saving throw against your artificer spell save DC or be {@condition grappled} by the domesticated ooze." + ] + }, + { + "name": "Tangled Thread (3/Day)", + "entries": [ + "One creature the animated marionette can see within 60 feet must succeed on a Strength saving throw against your spell save DC or its speed is reduced to 0 for 1 minute. The target can make this saving throw again at the end of each of its turns, ending the effect on itself on a success." + ] + } + ], + "damageTags": [ + "B" + ], + "savingThrowForced": [ + "strength" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Eye Spy", + "source": "UltimateAdventurer", + "page": 185, + "summonedByClass": "Blood Hunter|BH2022", + "size": [ + "T" + ], + "type": "aberration", + "alignment": [ + "U" + ], + "ac": [ + { + "special": "12 + PB (natural armor)" + } + ], + "hp": { + "special": "2 + your Intelligence modifier + four times your blood hunter level (the eye spy has a number of Hit Dice [{@dice d8}s] equal to your blood hunter level)" + }, + "speed": { + "walk": 0, + "fly": 30, + "canHover": true + }, + "str": 4, + "dex": 14, + "con": 14, + "int": 4, + "wis": 15, + "cha": 5, + "save": { + "int": "−3 + PB,", + "wis": "+2 + PB", + "cha": "−3 + PB" + }, + "skill": { + "perception": "+2 plus PB × 2", + "stealth": "Stealth +2 plus PB" + }, + "passive": "12 + PB × 2", + "shortName": true, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "understands the languages you speak" + ], + "pbNote": "equals your bonus", + "conditionImmune": [ + { + "conditionImmune": [ + "charmed", + "frightened", + "prone" + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} your Intelligence modifier + PB to hit, reach 5 ft., one target. {@h} your hemocraft die + PB piercing damage. piercing damage." + ] + }, + { + "name": "Eye Ray", + "entries": [ + "The eye spy shoots one of its magical eye rays at random, choosing one target it can see within 60 feet of it. If it has already used the eye ray this turn, reroll until you roll one it hasn't. Each eye ray's save DC equals your hemocraft save DC." + ] + } + ], + "damageTags": [ + "C", + "F", + "N", + "O", + "P", + "R", + "Y" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Hound", + "source": "UltimateAdventurer", + "page": 200, + "summonedByClass": "Pugilist|UltimateAdventurer", + "size": [ + "M" + ], + "type": "ooze", + "alignment": [ + "U" + ], + "ac": [ + { + "special": "12 + PB" + } + ], + "hp": { + "special": "3 + five times your pugilist level (the hound has a number of Hit Dice [d8s] equal to your pugilist level)" + }, + "speed": 40, + "str": 14, + "dex": 14, + "con": 15, + "int": 3, + "wis": 12, + "cha": 13, + "save": { + "str": "+2 + PB", + "dex": "+2 + PB", + "con": "+2 + PB" + }, + "skill": { + "athletics": "+2 + PB", + "perception": "+1 + PB", + "survival": "+1 + PB" + }, + "passive": "11 + PB", + "shortName": true, + "senses": [ + "darkvision 60 ft." + ], + "senseTags": [ + "D" + ], + "languages": [ + "understands the languages you speak" + ], + "pbNote": "equals your bonus", + "conditionImmune": [ + { + "conditionImmune": [ + "charmed", + "frightened" + ] + } + ], + "trait": [ + { + "name": "Keen Hearing and Smell", + "entries": [ + "The hound has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." + ] + }, + { + "name": "Pack Tactics", + "entries": [ + "The hound has advantage on attack rolls against a creature if you are within 5 feet of the creature and you aren't {@condition incapacitated}" + ] + }, + { + "name": "Arcanine Bite", + "entries": [ + "Once you reach 6th level in this class, the hound's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + ] + } + ], + "action": [ + { + "name": "Bite", + "entries": [ + "{@atk mw} PB × 2 to hit, reach 5 ft., one target. {@h} {@damage 2d4} piercing damage. If the target is a creature, it must succeed on a Strength saving throw with a DC equal to 8 + PB × 2 or be {@condition grappled} by the hound or knocked {@condition prone} (the hound's choice)." + ] + } + ], + "damageTags": [ + "P" + ], + "traitTags": [ + "Keen Senses" + ], + "savingThrowForced": [ + "strength" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Skull Servant", + "source": "UltimateAdventurer", + "page": 264, + "size": [ + "T" + ], + "type": "undead", + "alignment": [ + "N" + ], + "ac": [ + { + "special": "11 + the level of the spell (natural armor)" + } + ], + "hp": { + "special": "1 (the skull servant has no Hit Dice)" + }, + "speed": { + "walk": 30, + "fly": { + "number": 30, + "condition": "(level 4 and higher; hover)" + }, + "canHover": true + }, + "str": 4, + "dex": 16, + "con": 12, + "int": 14, + "wis": 10, + "cha": 6, + "save": { + "con": "+1 + PB", + "int": "+2 + PB", + "wis": "+0 + PB", + "cha": "-2 + PB" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "immune": [ + "necrotic", + "poison", + "psychic" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "poisoned", + "unconscious" + ], + "languages": [ + "Speaks, reads, and understands each language you speak" + ], + "pbNote": "equals your bonus", + "trait": [ + { + "name": "Undead Nature", + "entries": [ + "The skull servant doesn't require air, food, drink, or sleep." + ] + }, + { + "name": "Undying Spark (Regains All Expended Uses When You Finish a {@quickref resting|phb|2|0|Long Rest})", + "entries": [ + "When the skull servant would be reduced to 0 hit points, it can choose to be reduced to 1 hit point instead. It can use this trait a number of times equal to the spell's level." + ] + }, + { + "name": "Telepathic Bond", + "entries": [ + "While the skull servant is within 100 feet of you, you can communicate with it telepathically. Additionally, you can use your action to see through the skull servant's emerald eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that it has. During this time, you are {@condition deafened|PHB|deaf} and {@condition blinded|PHB|blind} in regard to your own senses." + ] + }, + { + "name": "Turn Resistance", + "entries": [ + "If the spell's level is at least 3, the skull servant is immune to effects that turn undead." + ] + }, + { + "name": "Necromantic Flight", + "entries": [ + "If the spell's level is at least 4, the skull servant has a {@quickref Flying Movement|PHB|3|0|flying speed} equal to its walking speed. If the spell's level is at least 8, the skull servant can hover." + ] + }, + { + "name": "Weapon Immunity", + "entries": [ + "If the spell's level is at least 6, the skull servant has immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks." + ] + }, + { + "name": "Avoidance", + "entries": [ + "If the spell's level is at least 7, when the skull servant is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw." + ] + }, + { + "name": "Truesight", + "entries": [ + "If the spell's level is at least 9, the skull servant has {@condition truesight} to a range of 60 feet." + ] + } + ], + "action": [ + { + "name": "Bone Jab", + "entries": [ + "{@atk mw} {@hitYourSpellAttack}, reach 5 ft., one target. {@h}1 piercing damage plus necrotic damage equal to the spell's level. If the spell's level is at least 5, the target's hit point maximum is reduced by an amount equal to the necrotic damage it took from the attack until it finishes a {@quickref resting|phb|2|0|long rest}. A creature dies if its hit point maximum is reduced to 0." + ] + }, + { + "name": "False Collapse", + "entries": [ + "The skull servant collapses into a pile of bones. Until it reconstitutes itself, it is indistinguishable from an inanimate pile of bones, and magic that normally detects the presence of undead fails to detect it. While collapsed, it is {@condition prone}, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to reconstitute itself." + ] + } + ], + "reaction": [ + { + "name": "Necromantic Channel", + "entries": [ + "When you cast a {@filter necromancy spell with a casting time of 1 action|spells|source=|components & miscellaneous==|school=n|cast time=action}, you can have the skull servant use its reaction to allow you to cast the spell from its position. The skull servant must be within 100 feet of you. If the spell requires an attack roll, it uses your spell attack modifier. If the spell has a range of Self, the spell treats the skull servant as the caster." + ] + } + ], + "traitTags": [ + "Turn Resistance" + ], + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "HPR", + "MW" + ] + } + ], + "item": [ + { + "name": "Tattooist's Tools", + "source": "UltimateAdventurer", + "page": 92, + "type": "AT", + "rarity": "none", + "value": 300, + "weight": 3, + "entries": [ + "Tattooist's tools include a set of needles, a pen, and a set of inks good for a dozen tattoos and are used to make permanent ink tattoos. If you have proficiency with tattooist's tools you are capable of using the tools and have some amount of artistic talent regarding tattooing. You can purchase enough ink for a dozen tattoos for 1 sp." + ] + } + ], + "spell": [ + { + "name": "Abeyed Discharge", + "source": "UltimateAdventurer", + "page": 220, + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Time Domain", + "shortName": "Time", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You conjure an eruption of force in the future. Choose a point within range to be the center of the explosion, which can't be detected. When your {@condition concentration} on this spell ends, a 30-foot-radius sphere centered on the chosen point erupts with power. Each creature in the area must make a Constitution saving throw. A creature takes {@damage 5d8} force damage on a failed save, or half as much on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@scaledamage 5d8|4-9|1d8} for each slot level above 4th." + ] + } + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Agility", + "source": "UltimateAdventurer", + "page": 220, + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, when you make a Dexterity check, you can replace the number you roll with a 15. Additionally, moving through any form of {@quickref difficult terrain|PHB|4} costs you no extra movement." + ] + }, + { + "name": "Altruistic Sacrifice", + "source": "UltimateAdventurer", + "page": 220, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a ritual dagger, which you plunge into your own heart" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch a creature that has died within the last minute and transfer your own life force into it. You immediately die, and that creature returns to life with a number of hit points equal to the hit points you had when you cast this spell. This spell can't return a creature to life that has died of old age, nor can it restore any missing body parts." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 5th through 8th level, you can choose to drop to 0 hit points and begin making death saving throws instead of immediately dying. If you cast this spell using a 9th level spell slot, the spell's range changes to 30 feet, and you can target any number of creatures you can see within range." + ] + } + ], + "miscTags": [ + "HL", + "SCL" + ] + }, + { + "name": "Apathy Infusion", + "source": "UltimateAdventurer", + "page": 220, + "level": 5, + "school": "E", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + } + ] + }, + "entries": [ + "You infuse your next attack with a curse that creates oppressive apathy in its victim. The next time you hit a creature with an attack during this spell's duration, your attack deals an extra {@damage 5d6} psychic damage, and the target must succeed on a Charisma saving throw or become cursed for the duration of the spell. The cursed target can't willingly speak or use its movement, and it can't take actions or reactions. At the end of each of its turns, the target can repeat the Charisma saving throw, ending the spell on a successful save.", + "A creature immune to being {@condition charmed} automatically succeeds on its saving throw against this spell.", + "A {@spell remove curse} spell ends this effect." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "charisma" + ], + "miscTags": [ + "AAD" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Arcane Redirection", + "source": "UltimateAdventurer", + "page": 221, + "level": 5, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when see a creature within 60 feet of you casting a spell that includes you as a target" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "As you feel the arcane energies of a spell about to hit you, you attempt to steal the spell and redirect it at different targets. If the creature is casting a spell of {@filter 3rd level or lower|spells|source=|level=0;1;2;3}, you choose new targets for the spell as though it were cast from your position. The stolen spell uses your spell save DC and spell attack modifier, as though you had cast it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of a level higher than 5th, you can steal a spell this way of levels higher than 3rd: you can steal a spell of {@filter up to 4th level|spells|source=|level=0;1;2;3;4} when you cast this spell using a 6th-level spell slot, a spell of {@filter up to 5th level|spells|source=|level=0;1;2;3;4;5} when you cast this spell using a 7th-level spell slot, a spell of {@filter up to 6th level|spells|source=|level=0;1;2;3;4;5;6} when you cast this spell using an 8th-level spell slot, and a spell of {@filter up to 7th level|spells|source=|level=0;1;2;3;4;5;6;7} when you cast this spell using a 9th-level spell slot." + ] + } + ], + "miscTags": [ + "SGT", + "SCL" + ] + }, + { + "name": "Arcing Arrow", + "source": "UltimateAdventurer", + "page": 221, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": { + "text": "a {@filter ranged weapon|items|source=|type=ranged weapon|Cost=[&10;&10000]} worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You brandish the weapon used in the spell's casting and make a ranged weapon attack with it against one creature within 60 feet of you. On a hit, the target suffers the attack's normal effects. On a miss, choose a second creature within range and make a ranged weapon attack with the same weapon against that creature. On a hit, the second creature takes lightning damage equal to your spellcasting ability modifier, instead of the weapon's normal damage.", + "The spell's damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra {@damage 1d8} lightning damage whether it hits the original target or the second creature. This extra damage increases by {@dice 1d8} at 11th level ({@damage 2d8}) and 17th level ({@damage 3d8})." + ], + "scalingLevelDice": [ + { + "label": "lightning damage", + "scaling": { + "5": "1d8", + "11": "2d8", + "17": "3d8" + } + }, + { + "label": "lightning damage to the second target", + "scaling": { + "1": "{{spellcasting_mod}}", + "5": "1d8 + {{spellcasting_mod}}", + "11": "2d8 + {{spellcasting_mod}}", + "17": "3d8 + {{spellcasting_mod}}" + } + } + ], + "damageInflict": [ + "lightning" + ], + "areaTags": [ + "MT" + ], + "miscTags": [ + "SCL", + "AAD" + ] + }, + { + "name": "Aspir", + "source": "UltimateAdventurer", + "page": 221, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a blue ribbon" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You drain the mystical energy of a spellcasting creature. Choose one creature you can see within range. That creature must succeed on an Intelligence saving throw or lose a 1st-level spell slot if it has any. If the creature loses a 1st-level spell slot, you regain an expended 1st-level spell slot." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, a creature that fails the saving throw loses the highest level spell slot it has up to the level of spell slot you expended to cast this spell, and you regain an expended spell slot of the level that the creature lost." + ] + } + ], + "savingThrow": [ + "intelligence" + ], + "miscTags": [ + "SCL", + "SGT" + ] + }, + { + "name": "Aura of Silence", + "source": "UltimateAdventurer", + "page": 221, + "level": 6, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "You envelope yourself in an aura of deafening silence. For the duration, this aura of silence extends 20 feet from you. Creatures inside this aura are immune to thunder damage, are {@condition deafened}, and can't cast spells with verbal components. You can choose to end or resume any of these effects on yourself or any other creature within the aura at any time (no action required)." + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Bestow Blessing", + "source": "UltimateAdventurer", + "page": 221, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a holy symbol" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oath of Compassion", + "shortName": "Compassion", + "source": "UltimateAdventurer" + } + }, + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "The Crone", + "shortName": "Crone", + "source": "PHB" + } + }, + { + "class": { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + "subclass": { + "name": "Curse of Misfortune", + "shortName": "Misfortune", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You touch a willing creature and infuse it with a divine blessing. When you cast this spell, choose the nature of the blessing from the following options:", + { + "type": "list", + "items": [ + "Choose an ability score. While blessed, the target has advantage on ability checks and saving throws made with that ability score.", + "While blessed, the first attack made against the target each turn is made with disadvantage.", + "While blessed, whenever the target would regain hit points, it regains {@dice 1d8} additional hit points." + ] + }, + "At the DM's option, you may choose an alternative blessing effect, but it should be no more powerful than those described above. The DM has final say on the blessing's effect." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell using a spell slot of 4th level, the duration is 10 minutes. If you use a spell slot of 5th or 6th level, the duration is 8 hours. If you use a spell slot of 7th or 8th level, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts for 1 week." + ] + } + ], + "miscTags": [ + "HL", + "ADV" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Bestow Malediction", + "source": "UltimateAdventurer", + "page": 222, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a shard of a mirror you broke" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + }, + { + "name": "Accursed", + "source": "UltimateAdventurer" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Cursed Existence", + "shortName": "Cursed Existence", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You touch a creature. That creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast the spell, choose the nature of the curse from the following options:", + { + "type": "list", + "items": [ + "While cursed, the target has disadvantage on saving throws.", + "While cursed, the target has disadvantage on ability checks and attack rolls.", + "While cursed, all attacks and spells deal an additional {@damage 1d8} necrotic damage to the target." + ] + }, + "If {@spell remove curse} is cast on the target, the creature that cast remove curse must make an ability check using its spellcasting ability against your spell save DC. If it succeeds, the spell ends. Otherwise, the remove curse fails to end the spell's curse.", + "At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect." + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Billowing Strike", + "source": "UltimateAdventurer", + "page": 222, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "entries": [ + "The next time you hit a creature with a weapon attack before this spell ends, the target takes an extra {@damage 2d8} bludgeoning damage as a powerful gust slams into it. It must succeed on a Strength saving throw or be pushed 15 feet straight away from you and be knocked {@condition prone}. A Large or larger creature has advantage on this saving throw." + ], + "conditionInflict": [ + "prone" + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, for each slot level above 2nd, the damage increases by {@scaledamage 2d8|2-5|1d8} (to a maximum of {@dice 5d8}) and a target that fails the save is pushed 5 feet further away from you (to a maximum of 30 feet)." + ] + } + ], + "damageInflict": [ + "bludgeoning" + ], + "savingThrow": [ + "strength" + ], + "miscTags": [ + "FMV", + "AAD" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Bind Familiar", + "source": "UltimateAdventurer", + "page": 223, + "level": 6, + "school": "T", + "time": [ + { + "number": 24, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "100 gp worth of charcoal, incense, and herbs, as well as 1 liter of fresh blood from both you and the target, all of which must be consumed by fire in a brass brazier", + "consume": true, + "cost": 10000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You perform a ritual on a willing creature within range, binding your magic to its essence. The creature must remain within range for the duration of the ritual. Once the ritual ends, the creature becomes your familiar.", + "You can't have more than one familiar at a time, such as from the {@spell find familiar} spell or similar magic. If the familiar dies, or if you cast a spell that creates a new familiar while you already have a familiar from this spell, your connection to the familiar is broken, and it is no longer your familiar.", + "While your familiar is within 100 feet of you, you can communicate to each other telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are {@condition deafened|PHB|deaf} and {@condition blinded|PHB|blind} to your own senses.", + "When you cast {@filter a spell with a range of Self or Touch|spells|source=|class=wizard|range=self;touch}, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires {@condition concentration}, and the familiar is willing, you can choose to have the familiar maintain concentration on the spell.", + "Finally, you can use a bonus action and expend a spell slot to restore hit points to your familiar. Roll a number of {@dice d6} equal to the level of the expended spell slot. Add your spellcasting ability modifier to each roll, and then the familiar regains a number of hit points equal to the total result." + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Bloodletting Bite", + "source": "UltimateAdventurer", + "page": 223, + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": { + "text": "a {@filter weapon worth at least 1 sp|items|source=|type=simple weapon;martial weapon|Cost=[&10;&10000]}", + "cost": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You brandish the weapon used in the spell's casting and make a weapon attack with it against one creature within 60 feet of you. On a hit, if the creature's current hit points are more than half its maximum hit points, the target suffers the attack's normal effects. If the creature's current hit points are equal to or less than half of its maximum hit points, the target suffers the attack's normal effects and takes an additional {@damage 1d12} necrotic damage.", + "The additional necrotic damage increases by {@dice 1d12} when you reach 5th level ({@damage 2d12}), 11th level ({@damage 3d12}), and 17th level ({@damage 4d12})." + ], + "scalingLevelDice": { + "label": "necrotic damage", + "scaling": { + "1": "1d12", + "5": "2d12", + "11": "3d12", + "17": "4d12" + } + }, + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "AAD" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Bloodlust Infusion", + "source": "UltimateAdventurer", + "page": 223, + "level": 3, + "school": "E", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + } + ] + }, + "entries": [ + "You infuse your next attack with a curse that creates ravenous bloodlust in its victim. The next time you hit a creature with an attack during this spell's duration, your attack deals an extra {@damage 3d6} psychic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target must use its action before moving on each of its turns to take the {@action Attack} action. One of its attacks must be made against a creature it usually regards as its ally if such a creature is within range. At the end of each of its turns, the target can repeat the Wisdom saving throw, ending the spell on a successful save.", + "A creature immune to being {@condition charmed} automatically succeeds on its saving throw against this spell.", + "A {@spell remove curse} spell ends this effect." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Bloodseize", + "source": "UltimateAdventurer", + "page": 223, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, your blood vessels become strikingly visible beneath your skin, and you gain the following benefits: ", + { + "type": "list", + "items": [ + "When you cast this spell, and as an action on a subsequent turn while this spell is active, you cure yourself of all diseases and neutralize all poisons affecting you.", + "If a creature within 20 feet that you can see makes an attack roll against you for the first time on its turn, it must succeed on a Constitution saving throw or take {@damage 1d8} necrotic damage and lose the attack.", + "If a creature is within 30 feet of you, you can use your action to attempt to control the blood within the creature's veins, forcing its body to move to your whims. The target must succeed on a Constitution saving throw or take {@damage 2d8} necrotic damage. If it fails its saving throw, you can move it up to 15 feet in any horizontal direction and have it make a weapon attack against a target you can see within the weapon's range. A creature that is Huge or larger has advantage on the saving throw." + ] + }, + "The benefits of this spell have no effect on creatures that don't have blood in them." + ], + "areaTags": [ + "ST" + ], + "savingThrow": [ + "constitution" + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Bolstering Ballad", + "source": "UltimateAdventurer", + "page": 224, + "level": 6, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a {@filter musical instrument|items|source=|type=instrument} worth at least 1 gp", + "cost": 100 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You play a stirring ballad filled with powerful chords and encouraging melodies that makes it easier for your companions to resist harm. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action:", + { + "type": "list", + "items": [ + "When a creature within 30 feet of you who can hear you takes damage, you can expend a spell-song point to roll {@dice 1d12} and subtract it from the damage dealt (to a minimum of 0 damage). If this reduces the damage to 0, the creature gains a bonus to its AC equal to the d12 result until the start of its next turn.", + "When a creature within 30 feet who can hear you starts its turn, you can expend a spell-song point to give it resistance to a damage type of your choice until the start of its next turn.", + "When a creature other than you within 30 feet who can hear you fails a saving throw, you can expend a spell-song point to roll {@dice 1d8} and add it to the saving throw result, potentially changing its failure into a success." + ] + }, + "Until the spell ends, you can take an action on your turn to gain up to your spellcasting ability modifier in spell-song points. You can take this action six times each casting of this spell. You lose all remaining spellsong points immediately when this spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, you can take the action to gain spell-song points one additional time per slot level above 6th." + ] + } + ], + "damageResist": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "psychic", + "radiant", + "slashing", + "thunder" + ], + "miscTags": [ + "MAC" + ] + }, + { + "name": "Brain Trust", + "source": "UltimateAdventurer", + "page": 224, + "level": 9, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a stack of legal paperwork at least half a foot tall" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 4 or less aren't affected by this spell. Until the spell ends, each of the targets gains the following benefits:", + { + "type": "list", + "items": [ + "It can speak, read, and write each language that another creature in the link knows.", + "It can communicate telepathically through the bond to any number of other creatures in the link. This communication is possible over any distance.", + "It has proficiency with each skill, tool, weapon, and armor with which another creature in the link has proficiency. If the creature sharing its proficiency with the link has expertise with the skill or tool, so does every other creature in the link.", + "Its Intelligence score becomes the same as that of the creature with the highest Intelligence score in the link. The same is true for its Wisdom and Charisma scores, corresponding to the creature with the highest related ability score in the link.", + "It knows each cantrip that another creature in the link knows. It uses the same spellcasting ability for the cantrip as the creature sharing its cantrip with the link." + ] + }, + "The link ends if you or one of the targets casts this spell again. A target is also removed from the link if it dies or if it is ever on a different plane of existence from you." + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Build Acid Spewer", + "source": "UltimateAdventurer", + "page": 224, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": { + "text":"scrap metal and wiring worth at least 50 gp, which the spell consumes", + "consume": true, + "cost": 5000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "entries": [ + "You configure the scrap metal and wiring used as the material components to create an acid spewer in your hand. The acid spewer is a magic weapon that lasts until the spell ends. It counts as a martial ranged weapon with which you are proficient. It has a normal range of 15 feet and a long range of 30 feet, deals {@damage 2d8} acid damage on a hit, has the two-handed property, and deals double damage to objects and structures. The first time each turn that the acid spewer is used to make an attack, whether the attack hits or misses, the acid splashes out. The target and each creature and each object that isn't being worn or carried within 5 feet of it must succeed on a Dexterity saving throw or take {@damage 2d8} acid damage.", + "When you create the acid spewer, you can immediately make an attack with it. If you don't, you can instead hand it to a willing creature within 5 feet of you. You can use your spellcasting ability, instead of Dexterity, for attack and damage rolls you make with the acid spewer; other creatures use Dexterity, as normal.", + "The acid spewer has an AC equal to your spell save DC and a number of hit points equal to ten times the spell's level. When the spell ends or if the acid spewer is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage for both the weapon and the acid splash increases by {@scaledamage 2d8|3-5|1d8} for each slot level above 3rd (to a maximum of {@damage 4d8}). When you cast this spell using a spell slot of 5th level or higher, its duration also increases to 8 hours." + ] + } + ], + "savingThrow": [ + "dexterity" + ], + "damageInflict": [ + "acid" + ], + "areaTags": [ + "ST", + "S" + ], + "miscTags": [ + "OBJ", + "SCL" + ] + }, + { + "name": "Build Plasma Blade", + "source": "UltimateAdventurer", + "page": 225, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": { + "text": "scrap metal and wiring worth at least 30 gp, which the spell consumes", + "consume": true, + "cost": 3000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "entries": [ + "You configure the scrap metal and wiring used as the material components to create a plasma blade in your hand. When you create the plasma blade, choose fire, lightning, or radiant damage. The plasma blade is a magic weapon that lasts until the spell ends. It counts as a martial melee weapon with which you are proficient. It deals {@damage 2d6} damage of the type you chose on a hit, has the finesse and light properties, and deals double damage to objects and structures.", + "When you create the plasma blade, you can immediately make an attack with it. If you don't, you can instead hand it to a willing creature within 5 feet of you. You can use your spellcasting ability, instead of Strength or Dexterity, for attack and damage rolls you make with the plasma blade; other creatures use Strength or Dexterity, as normal.", + "The plasma blade has an AC equal to your spell save DC and a number of hit points equal to ten times the spell's level. When the spell ends or if the plasma blade is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the weapon's damage increases by {@scaledamage 2d6|2-5|1d6} for each slot level above 2nd (to a maximum of {@damage 5d6}). When you cast this spell using a spell slot of 4th level or higher, its duration increases to 8 hours." + ] + } + ], + "damageInflict": [ + "fire", + "lightning", + "radiant" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Build Ray Pistol", + "source": "UltimateAdventurer", + "page": 225, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": { + "text": "scrap metal and wiring worth at least 10 gp, which the spell consumes", + "consume": true, + "cost": 1000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "entries": [ + "You configure the scrap metal and wiring used as the material components to create a ray pistol in your hand. The ray pistol is a magic weapon that lasts until the spell ends. It counts as a simple ranged weapon with which you are proficient. It has a normal range of 30 feet and a long range of 120 feet, deals {@damage 1d8} radiant damage on a hit, and has the light property.", + "When you create the ray pistol, you can immediately make an attack with it. If you don't, you can instead hand it to a willing creature within 5 feet of you. You can use your spellcasting ability, instead of Dexterity, for attack and damage rolls you make with the ray pistol; other creatures use Dexterity, as normal.", + "The ray pistol has an AC equal to your spell save DC and a number of hit points equal to ten times the spell's level. When the spell ends or if the ray pistol is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to {@damage 2d8} and its duration increases to 8 hours. When you cast this spell using a spell slot of 5th level or higher, the damage increases to {@damage 3d8} and its duration increases to 24 hours." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Build Shock Baton", + "source": "UltimateAdventurer", + "page": 226, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": { + "text": "scrap metal and wires worth at least 10 gp, which the spell consumes", + "consume": true, + "cost": 1000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "entries": [ + "You configure the scrap metal and wiring used as the material components to create a shock baton in your hand. The shock baton is a magic weapon that lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals {@damage 1d8} lightning damage on a hit and has the light property. In addition, a creature hit with the shock baton can't take reactions until the start of its next turn.", + "When you create the shock baton, you can immediately make an attack with it. If you don't, you can instead hand it to a willing creature within 5 feet of you. You can use your spellcasting ability, instead of Strength, for attack and damage rolls you make with the shock baton; other creatures use Strength, as normal.", + "The shock baton has an AC equal to your spell save DC and a number of hit points equal to ten times the spell's level. When the spell ends or if the shock baton is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to {@damage 2d8} and its duration increases to 8 hours. When you cast this spell using a spell slot of 5th level or higher, the damage increases to {@damage 3d8} and its duration increases to 24 hours." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Build Weapon", + "source": "UltimateAdventurer", + "page": 226, + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true, + "m": { + "text": "scrap metal or wood with a gp value at least that of the weapon you intend to create, which the spell consumes", + "consume": true + } + }, + "duration": [ + { + "type": "permanent" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "entries": [ + "You configure the scrap metal or wood used as the material components to create a {@filter nonmagical simple or martial weapon|items|source=|type=simple weapon;martial weapon|miscellaneous=mundane} of your choice in your hand.", + "When you create the weapon, you can immediately make an attack with it. If you don't, you can instead hand it to a willing creature within 5 feet of you.", + "As an action on your turn, you can dissemble the weapon and reclaim the material components used to make it. If the weapon is destroyed, it falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them.", + "When you reach certain levels, you gain additional bonuses from this spell: when you reach 5th level, you are proficient with any weapon you create with this spell; when you reach 11th level, you can use your spellcasting ability, instead of Strength or Dexterity, for attack and damage rolls you make with the weapon; when you reach 17th level, any weapon you create with this spell is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + ], + "damageInflict": [ + "bludgeoning", + "piercing", + "slashing" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Call Spirit", + "source": "UltimateAdventurer", + "page": 226, + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "the corpse of a humanoid that died no more than 1 hour ago" + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "For the full casting time of the spell, you must remain within 10 feet of the corpse used as the material component. The spell, using the corpse as a focus, reaches into the beyond and drags the creature's spirit back into the realm of the living, creating a {@creature shadow|MM}. Once you create an undead with this spell, the corpse can't be used as a material component for this spell again. An undead created with this spell has double the hit points listed in its stat block, and retains the personality of the creature used to create it. Though it may or may not be friendly toward you depending on how it interacted with you prior to its death, it treats you as though you are its ally while you are in control of it.", + "On each of your turns, you can mentally command the undead created with this spell if it is within 60 feet of you (no action required by you). If the undead created with this spell created its own undead, you can command any or all of those creatures at the same time, issuing the command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.", + "The creature is under your control for 24 hours, after which it stops obeying any command you've given it and becomes hostile to you and your companions. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over the creature, rather than animating a new one. If the undead created with this feature created its own undead, those undead are destroyed at the end of the 24-hour period, whether you reasserted control over the original or not.", + "If you cast the spell to create a new undead, any previous undead you've created with the spell is destroyed." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 5th-level or higher spell slot, you can create or reassert control over an {@creature indentured spirit|GGR} ({@book Guildmaster's Guide to Ravnica|GGR}) or {@creature specter|MM}. When you cast this spell using a 6th-level or higher spell slot, you can create or reassert control over a {@creature poltergeist|MM} or {@creature will-o'-wisp|MM}. When you cast this spell using a 7th-level or higher spell slot, you can create or reassert control over a {@creature sword wraith warrior|MTF} ({@book Mordenkainen's Tome of Foes|MTF}). When you cast this spell using an 8th-level or higher spell slot, you can create or reassert control over a {@creature banshee} or {@creature ghost}. When you cast this spell using a 9th-level spell slot, you can create or reassert control over an {@creature allip|MTF} ({@book Mordenkainen's Tome of Foes|MTF}) or {@creature wraith}." + ] + } + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL", + "SMN" + ] + }, + { + "name": "Cataclysmic Failure", + "source": "UltimateAdventurer", + "page": 227, + "level": 8, + "school": "D", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when a creature you can see within 60 feet of you succeeds on a saving throw or uses its Legendary Resistance trait" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "ebony scissors" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You conspire with the forces of destiny to create the worst case scenario for the triggering creature. You change the creature's successful saving throw to a failure. If the effect that required the saving throw would deal damage to the creature, the creature takes double damage from the effect this turn." + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Chaos Wave", + "source": "UltimateAdventurer", + "page": 227, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "line", + "distance": { + "type": "feet", + "amount": 100 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You hurl a wave of undulating, chaotic energy in a line 100 feet long and 15 feet wide in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes {@damage 8d8} damage on a failed save, or half as much on a successful one. A creature also becomes subject to an additional effect on a failed save. The spell's damage type and additional effect are determined by which number appears most on the damage dice after the roll; if two or more numbers are tied, you choose one damage type and one additional effect from among the tied numbers' possibilities. For example, If you roll four 1s and four 8s for the spell's damage roll, you can choose for the spell to deal either acid or thunder damage, and for every creature who failed its saving throw to be either {@condition stunned} or {@condition deafened} until the start of your next turn.", + { + "type": "table", + "caption": "Chaos Wave Damage Type", + "colLabels": [ + "Number", + "Damage Type", + "Additional Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "1", + "Acid", + "A creature that fails its saving throw is {@condition stunned} until the start of your next turn." + ], + [ + "2", + "Cold", + "A creature that fails its saving throw is {@condition restrained} until the start of your next turn." + ], + [ + "3", + "Fire", + "A creature that fails its saving throw is {@condition frightened} until the start of your next turn." + ], + [ + "4", + "Force", + "A creature that fails its saving throw takes an additional {@damage 1d8} force damage and is knocked {@condition prone}." + ], + [ + "5", + "Lightning", + "A creature that fails its saving throw is {@condition blinded} until the start of your next turn." + ], + [ + "6", + "Poison", + "A creature that fails its saving throw is {@condition poisoned} until the start of your next turn." + ], + [ + "7", + "Psychic", + "A creature that fails its saving throw is {@condition charmed} until the start of your next turn." + ], + [ + "8", + "Thunder", + "A creature that fails its saving throw is {@condition deafened} until the start of your next turn." + ] + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@scaledamage 8d8|5-9|1d8} for each slot level above 5th." + ] + } + ], + "savingThrow": [ + "dexterity" + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "poison", + "psychic", + "thunder" + ], + "conditionInflict": [ + "stunned", + "restrained", + "frightened", + "prone", + "blinded", + "poisoned", + "charmed", + "deafened" + ], + "areaTags": [ + "L" + ], + "miscTags": [ + "RO", + "SCL" + ] + }, + { + "name": "Chaos Weapon", + "source": "UltimateAdventurer", + "page": 228, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "5 gp worth of blackpowder or {@item alchemist's fire (flask)|PHB|alchemist's fire}, which the spell expends", + "consume": true, + "cost": 500 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Wizard", + "source": "PHB" + }, + "subclass": { + "name": "Sigilsmithing", + "shortName": "Sigilsmithing", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "the weapon isn't already a magic weapon, it becomes one for the duration. Until the spell ends, the weapon emits {@quickref Vision and Light|PHB|2||bright light} in a 5-foot radius and {@quickref Vision and Light|PHB|2||dim light} for an additional 5 feet. In addition, weapon attacks made with it score a critical hit on a roll 19 or 20 on the d20, and the first time each turn a creature scores a critical hit using the weapon, an explosion of arcane energy bursts from the point of impact. Each creature other than the weapon's wielder within 10 feet of the target must make a Dexterity saving throw. A creature takes {@damage 2d8} damage on a failed save, or half as much on a successful one. The weapon's wielder chooses one of the d8s. The number rolled on that die determines the explosion's damage type as shown below. If the same number is rolled on two or more of the d8s, the explosion's radius increases to 20 feet.", + { + "type": "table", + "caption": "Chaos Weapon Damage Type", + "colLabels": [ + "Number", + "Damage Type" + ], + "colStyles": [ + "col-1 text-center", + "col-1 text-center" + ], + "rows": [ + [ + "1", + "Acid" + ], + [ + "2", + "Cold" + ], + [ + "3", + "Fire" + ], + [ + "4", + "Force" + ], + [ + "5", + "Lightning" + ], + [ + "6", + "Poison" + ], + [ + "7", + "Psychic" + ], + [ + "8", + "Thunder" + ] + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th or 7th level, weapon attacks made using the weapon score a critical hit on a roll of 18-20 on the d20, and the explosion's damage increases to {@damage 3d8}. When you use a spell slot of 8th or 9th level, weapon attacks made using the weapon score a critical hit on a roll of 17-20 on the d20, and the explosion's damage increases to {@damage 4d8}." + ] + } + ], + "savingThrow": [ + "dexterity" + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "poison", + "psychic", + "thunder" + ], + "areaTags": [ + "ST", + "S" + ], + "miscTags": [ + "LGT", + "OBJ", + "RO", + "SCL" + ] + }, + { + "name": "Charm Crowd", + "source": "UltimateAdventurer", + "page": 228, + "level": 7, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You attempt to charm any number of creatures you can see within range. Each target must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is {@condition charmed} by you until the spell ends or until you or your companions do anything harmful to it. Each charmed creature is friendly to you. When the spell ends, each creature knows it was charmed by you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, the range increases by 30 feet for each slot level above 7th." + ] + } + ], + "savingThrow": [ + "wisdom" + ], + "conditionInflict": [ + "charmed" + ], + "areaTags": [ + "MT" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Clumsiness Infusion", + "source": "UltimateAdventurer", + "page": 228, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + } + ] + }, + "entries": [ + "You infuse your next attack with a curse that imposes an awkward clumsiness in its victim. The next time you hit a creature with an attack during this spell's duration, your attack deals an extra {@damage 1d6} force damage, and the target must succeed on a Constitution saving throw or become cursed for the duration of the spell. Whenever the cursed target makes an attack roll or ability check using Strength or Dexterity, it must roll a {@dice d4} and subtract the number rolled from the result. As an action, the target can repeat the Constitution saving throw, ending the spell on a successful save.", + "A creature immune to being {@condition paralyzed} automatically succeeds on its saving throw against this spell.", + "A {@spell remove curse} spell ends this effect." + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Coldsnap/Heatwave", + "source": "UltimateAdventurer", + "page": 229, + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 500 + } + }, + "components": { + "v": true, + "s": true, + "m": "an enclosed glass cylinder filled with liquid mercury" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a wild temperature fluctuation at a point you can see within range. For the duration, you create a cylinder that is 300 feet tall with a 100-foot radius centered on the chosen point. Within this cylinder, the temperature becomes freezing cold or unbearably hot. When you cast this spell, choose whether you will create a coldsnap or a heatwave in the area.", + { + "type": "entries", + "name": "Coldsnap", + "entries": [ + "Creatures within the affected area have their movement speeds halved and have disadvantage on Dexterity ability checks and saving throws. When you cast this spell, and again as an action on each of your turns until the spell ends, you can choose a point within the cylinder. Each creature within 10 feet of the chosen point must make a Constitution saving throw, taking {@damage 6d10} cold damage on a failed save, or half as much damage on a successful one." + ] + }, + { + "type": "entries", + "name": "Heatwave", + "entries": [ + "Creatures within the affected area have disadvantage on attack rolls and on Wisdom ability checks and saving throws. When you cast this spell, and again as an action on each of your turns until the spell ends, you can choose a point within the cylinder. Each creature within 10 feet of the chosen point must make a Constitution saving throw, taking {@damage 6d10} fire damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "damageInflict": [ + "cold", + "fire" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "S", + "Y" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Contaminate Food and Drink", + "source": "UltimateAdventurer", + "page": 229, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a pickled rat in a jar worth at least 50 gp, which this spell consumes", + "cost": 5000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is contaminated with your choice of one of the following diseases or poisons: {@item assassin's blood|DMG}, {@disease cackle fever}, {@disease sewer plague}, {@disease sight rot}, or {@item truth serum|DMG}.", + "The food and drink remains contaminated for the duration of the spell, after which time it is no longer a vector for the chosen disease or poison. A creature who ingests food or drink contaminated in this way must succeed on the saving throw called for in the disease or poison's description, using your spell save DC instead of the normal save DC for that disease or poison. These diseases and poisons are detailed in {@book Chapter 8|DMG|8} of the Dungeon Master's Guide." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using certain higher-level spell slots, you can choose from additional poisons when choosing how to contaminate the food and drink. You can choose {@item pale tincture|DMG} if you use a 3rd-level or higher spell slot, or {@item midnight tears|DMG} or {@item torpor|DMG} if you use a 5th-level or higher spell slot." + ] + } + ], + "savingThrow": [ + "constitution" + ], + "damageInflict": [ + "poison", + "psychic" + ], + "conditionInflict": [ + "blinded", + "exhaustion", + "incapacitated", + "poisoned" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "OBJ", + "SCL" + ] + }, + { + "name": "Corpse Mask", + "source": "UltimateAdventurer", + "page": 230, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch the corpse of a humanoid creature and transform your physical appearance\u2014including your clothing, armor, weapons, and other belongings on your person\u2014to look like the corpse did in the minutes preceding its death. You retain all of your own ability scores, features, traits, and other abilities.", + "While disguised as the dead, you instinctively mimic its mannerisms. A creature familiar with the deceased humanoid can attempt to ascertain if you are, in fact, the deceased by using its action to make an Intelligence ({@skill Investigation}) check against your spell save DC." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 8 hours. When you cast this spell using a spell slot of 5th level or higher, the duration increases to 24 hours." + ] + } + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Corrode Metal", + "source": "UltimateAdventurer", + "page": 230, + "level": 2, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a vial of stomach acid" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Choose a manufactured metal object such as a metal stove, a metal weapon, or a suit of heavy or medium metal armor that you can see within range. You cause the object to begin to rust and corrode. For the duration, the object is vulnerable to bludgeoning, piercing, and slashing damage. The spell has additional effects if the target was a metal weapon, a metal set of armor, or a metal shield.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Armor or Shield", + "entries": [ + "The armor or shield receives a -1 penalty to the AC it offers. Nonmagical armor reduced to an AC of 10 or a nonmagical shield that drops to a +0 bonus is destroyed." + ] + }, + { + "type": "item", + "name": "Weapon", + "entries": [ + "The weapon receives a -1 penalty to its attack and damage rolls." + ] + } + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, and the target is a metal weapon, a metal set of armor, or a metal shield, the penalty increases by -1 for each slot level above 2nd. If a nonmagical weapon's penalty would be lower than -3, the weapon is destroyed instead." + ] + } + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "MAC", + "OBJ", + "SGT", + "SCL" + ] + }, + { + "name": "Create Bog", + "source": "UltimateAdventurer", + "page": 230, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a gob of mud and moss" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Geomancer", + "shortName": "Geomancer", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "The ground and any liquid within a 20-foot-radius sphere centered on a point you choose within range becomes an acidic swamp. Spaces on the ground or within liquid in the area count as {@quickref difficult terrain|PHB|4} for creatures other than you. Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. The creature takes {@damage 2d6} acid damage on a failed save, or half as much on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast the spell using a spell slot of 4th level or higher, the radius of the sphere increases by 10 feet for each slot level above 3rd. Additionally, the damage of the spell increases by {@scaledamage 2d6|3-9|1d6} for every two slot levels above 3rd." + ] + } + ], + "damageInflict": [ + "acid" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "DFT" + ] + }, + { + "name": "Create Vampire", + "source": "UltimateAdventurer", + "page": 230, + "level": 8, + "school": "N", + "time": [ + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a collection of rubies worth at least 1,000 gp and a liter of blood, both of which the spell consumes, as well as the fang of a vampire, a wooden stake, and a desecrated {@item holy symbol|PHB}", + "cost": 100000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You can cast this spell only at night. If it becomes daytime while you cast the spell, the spell fails. When you begin casting the spell, a willing humanoid within range dies. When you finish casting the spell, that creature returns to life as a vampire and gains the benefits of a {@quickref resting|phb|2|0|long rest}. It retains its personality, alignment, hit points, racial traits, class features, and ability scores, though it changes in the following ways:", + { + "type": "list", + "items": [ + "Its creature type becomes undead (shapechanger), and it loses its other creature types.", + "It no longer requires air.", + "If its Strength score is lower than 16, it becomes 16.", + "Drinking a liter of blood provides it enough nourishment and hydration to sustain it for a full day.", + "Its true form is considered to be its vampire form for the purpose of spells and other magic effects.", + "It can't enter a residence without an invitation from one of the occupants.", + "It takes 20 acid damage if it ends its turn in running water.", + "It takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.", + "If a piercing weapon made of wood is driven into its heart while it is {@condition incapacitated}, it is {@condition paralyzed} until the stake is removed.", + "It can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check.", + "If it has consumed a liter of blood within the last 24 hours, it has at least 1 hit point, and it isn't in sunlight or running water, it regains 10 hit points at the start of each of its turns. If it takes radiant damage or damage from {@item holy water (flask)|PHB|holy water}, this benefit doesn't function at the start of its next turn.", + "While it isn't in sunlight or running water, it can use its action to polymorph into a Tiny {@creature bat} or back into its vampire form. While in bat form, it can't speak, its walking speed is 5 feet, and it has a {@quickref Flying Movement|PHB|3|0|flying speed} of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to vampire form if it dies.", + "Its bite becomes a natural weapon, which it can use to make unarmed strikes. If it hits with its bite, it deals piercing damage equal to {@dice 1d6} + its Strength modifier and {@damage 3d6} necrotic damage, instead of the bludgeoning damage normal for an unarmed strike. The target's hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a {@quickref resting|phb|2|0|long rest}, and dies if its hit point maximum is reduced to 0. The vampire can use this bite attack no more than once each turn." + ] + }, + "You can cast this spell targeting a willing vampire created with it to revert all of the changes caused by the spell and return it to its humanoid form." + ], + "damageInflict": [ + "acid", + "necrotic", + "piercing", + "radiant" + ], + "conditionInflict": [ + "paralyzed" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "AAD", + "HL", + "PRM" + ] + }, + { + "name": "Curse Shock", + "source": "UltimateAdventurer", + "page": 232, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You launch a spark of crackling curse magicks at a creature you can see within range. Make a ranged spell attack against the target, cursing the target for the duration of the spell on a hit. The cursed target subtracts your spellcasting ability modifier from the next ability check, attack roll, or saving throw it makes before the spell ends. After the target makes one of these rolls, the spell ends.", + "A {@spell remove curse} spell ends this effect." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st, the cursed target subtracts your spellcasting ability modifier from an additional roll before the spell ends. For example, if you cast this spell using a 3rd-level spell slot, the creature subtracts your spellcasting ability modifier from each attack roll, ability check, and saving throw it makes within the next minute, or until it makes any combination of three of those rolls, whichever comes first." + ] + } + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SGT", + "SCL" + ] + }, + { + "name": "Curse Ward", + "source": "UltimateAdventurer", + "page": 232, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch a creature and grant it a measure of protection against curses and other corrupting influences.", + "The target has advantage on saving throws against magical effects that would curse or possess it, or cause it to become {@condition charmed} or {@condition frightened}.", + "The first time the target would become {@condition charmed}, {@condition frightened}, possessed, or subject to a curse, the effect is instead negated for the target, and this spell ends. If the negated effect was the result of the target's attunement to a cursed item, the spell breaks the target's attunement to the object so it can be removed or discarded.", + "The spell ends early if you cast it again." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th or 7th level, the duration increases to 8 hours. When you use a spell slot of 8th or 9th level, the duration increases to 24 hours." + ] + } + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "ADV", + "SCL" + ] + }, + { + "name": "Cyclone Strike", + "source": "UltimateAdventurer", + "page": 232, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "entries": [ + "The next time you hit a creature with a melee weapon attack before the spell ends, the spell creates a small vortex around the target. In addition to the normal effects of the attack, the target and each creature other than you within 5 feet of the target must make a Dexterity saving throw, taking {@damage 1d10} slashing damage on a failed save, or half as much damage on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 1d10|1-6|1d10} for each slot level above 1st (to a maximum of {@damage 6d10})." + ] + } + ], + "damageInflict": [ + "slashing" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Dazzling Pop", + "source": "UltimateAdventurer", + "page": 232, + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a firecracker" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a burst of noise and shimmering lights in the space of a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes {@damage 1d4} radiant damage and {@damage 1d4} thunder damage and is {@condition blinded} and {@condition deafened} until the start of your next turn, or takes half as much damage and isn't {@condition blinded} or {@condition deafened} on a successful save." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, both the radiant and the thunder damage increases by {@scaledamage 1d4|1-9|1d4} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "radiant", + "thunder" + ], + "conditionInflict": [ + "blinded", + "deafened" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "LGT", + "SGT", + "SCL" + ] + }, + { + "name": "Death Burst", + "source": "UltimateAdventurer", + "page": 232, + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You gather necromantic energies around yourself and release them in a burst that ripples outward from you. Each creature of your choice within 20 feet of you must make a Constitution saving throw, taking {@damage 5d8} necrotic damage on a failed save or half as much on a successful one. A creature reduced to 0 hit points by this damage dies." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, for each slot level above 4th, the damage increases by {@scaledamage 5d8|4-9|1d8} and the radius increases by 5 feet." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "SCL" + ] + + }, + { + "name": "Death Shroud", + "source": "UltimateAdventurer", + "page": 233, + "level": 0, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You make a hand sign of endings and focus your will on a creature within range. That creature gains a death shroud. When you deal damage to that creature with an attack, you can discard the death shroud to deal an additional {@damage 2d4} damage.", + "The additional damage increases by {@damage 2d4} when you reach 5th level ({@damage 4d4}), 11th level ({@damage 6d4}), and 17th level ({@damage 8d4})." + ], + "scalingLevelDice": { + "label": "extra damage", + "scaling": { + "1": "2d4", + "5": "4d4", + "11": "6d4", + "17": "8d4" + } + }, + "areaTags": [ + "ST" + ], + "miscTags": [ + "AAD", + "SCL" + ] + }, + { + "name": "Deploy Personal Barrier", + "source": "UltimateAdventurer", + "page": 233, + "level": 1, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": { + "text": "scrap metal and wiring worth at least 10 gp, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "entries": [ + "You configure the scrap metal and wiring used as the material components to create a shield generator and then deploy it onto a creature you can see within range.", + "The creature gains {@quickref temporary hit points|PHB|3|0} equal to {@dice 1d6} + your spellcasting ability modifier. Until the spell ends, at the start of each of the target's turns, it can choose to gain a number of temporary hit points equal to your spellcasting ability modifier.", + "Each time the target takes damage from an attack, you must make an Intelligence saving throw with DC equal to 10 or half the amount of damage the target took, whichever is higher. On a failure, the spell ends.", + "When the spell ends, the target loses any remaining temporary hit points from this spell. The shield generator also falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, for each slot level above 1st, the initial amount of temporary hit points the target gains increases by {@scaledice 1d6|1-5|1d6} (to a maximum of {@dice 5d6} plus your spellcasting ability modifier)." + ] + } + ], + "savingThrow": [ + "intelligence" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SGT", + "SCL", + "THP" + ] + }, + { + "name": "Deploy Shock Shield", + "source": "UltimateAdventurer", + "page": 233, + "level": 4, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": { + "text": "scrap metal and wiring worth at least 75 gp, which the spell consumes", + "cost": 7500, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "entries": [ + "You configure the scrap metal and wiring used as the material components to create a shield generator and then deploy it onto a creature you can see within range. Until the spell ends, the target has resistance to damage from melee attacks, and whenever a creature hits the target with a melee attack, the attacker takes {@damage 2d8} lightning damage.", + "Each time the target takes damage from a melee attack, you must make an Intelligence saving throw with DC equal to 10 or the amount of damage the resistance prevented, whichever is higher. On a failure, the spell ends.", + "When the spell ends, the shield generator falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases to {@damage 3d8}." + ] + } + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "intelligence" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SGT", + "SCL" + ] + }, + { + "name": "Deploy Velocity Shield", + "source": "UltimateAdventurer", + "page": 233, + "level": 2, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": { + "text": "scrap metal and wiring worth at least 25 gp, which the spell consumes", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "entries": [ + "You configure the scrap metal and wiring used as the material components to create a shield generator and then deploy it onto a creature you can see within range.", + "Until the spell ends, the target has resistance to damage from ranged attacks.", + "Each time the target takes damage from a ranged attack, you must make an Intelligence saving throw with DC equal to 10 or the amount of damage the resistance prevented, whichever is higher. On a failure, the spell ends.", + "When the spell ends, the shield generator falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." + ], + "savingThrow": [ + "intelligence" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Detect Past", + "source": "UltimateAdventurer", + "page": 234, + "level": 3, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a pocket watch or other timekeeping device that can be wound backward" + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "The Librarian", + "shortName": "Librarian", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "When you cast this spell, you must specify a type of event, such as a murder, a clandestine meeting, a battle, a celebration, or a tragedy, though you are not limited to only these options. You detect any such event that has happened in the past 1 hour within 30 feet of you.", + "You can choose up to one event you detected and view it in its entirety as though you bore witness to it when it happened. The duration of the event and what you see are determined by the DM.", + { + "type": "entries", + "name": "At High Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can detect events that have happened further in the past, depending on the slot level: in the past 8 hours with a 4th-level slot, in the past 24 hours with a 5th, in the past 7 days with a 6th, in the past 30 days with a 7th, in the past year with an 8th, and in the past 100 years with a 9th-level slot." + ] + } + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Devilsight", + "source": "UltimateAdventurer", + "page": 234, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a vial of blood from a devil worth at least 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch a willing creature and grant it the ability to see through magical darkness. For the duration, that creature has {@sense darkvision} out to a range of 120 feet.", + "Magical darkness doesn't impede this darkvision." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Dispel Caster", + "source": "UltimateAdventurer", + "page": 234, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a chunk of cold iron worth at least 50 gp, which the spell consumes", + "cost": 5000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + } + ] + }, + "entries": [ + "You flood curse magicks into a creature you can see within range, attempting to disrupt its connection to the Weave. The target must make a spellcasting ability check against your spell save DC; a creature without a spellcasting ability makes a Constitution check. On a failure, the target becomes subject to this curse until the spell ends, becoming unable to cast spells or use the properties of magic items. Additionally, any magic item that the target is wearing, holding, or carrying loses all of its magic properties and becomes a mundane item of its type until the spell ends.", + "At the end of each of its turns, the target can repeat the ability check against your spell save DC, ending the spell on itself on a success.", + "A {@spell remove curse} spell cast on the target doesn't immediately end this spell on it. Instead, the creature who cast the {@spell remove curse} must make a spellcasting ability check against your spell save DC. On a success, the spell ends on the target." + ], + "abilityCheck": [ + "constitution" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "OBJ", + "SGT" + ] + }, + { + "name": "Dispelling Smite", + "source": "UltimateAdventurer", + "page": 234, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "entries": [ + "The next time you hit a creature with a melee weapon attack before this spell ends, your weapon is surrounded by a shimmering aura of antimagic, and the attack deals an extra {@damage 3d8} force damage to the target. Additionally, if the target is {@status concentration||concentrating} on a spell of 3rd level or lower, the creature's spell ends.", + "If it is concentrating on a spell of a higher level, it has disadvantage on the Constitution saving throw it makes to maintain {@status concentration} on the spell caused by taking damage from the attack. Either way, this spell then ends." + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Divine Avenger", + "source": "UltimateAdventurer", + "page": 234, + "level": 8, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "m": "a holy symbol" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "A Huge spectral avenger appears in an unoccupied space of your choice that you can see within range. The spell fails if the space you choose is not large enough to accommodate the avenger. The avenger appears angelic if you are good, fey if you are neutral, or fiendish if you are evil, and it has armor emblazoned with the symbol of your deity. It acts during your turn, is immune to all conditions and damage, and is unaffected by spells other than {@spell antimagic field} or {@spell dispel magic}. You can use a bonus action on your turn to verbally command the avenger to take a specific action from the following list:", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Move", + "entries": [ + "The avenger moves toward an unoccupied space of your choice that you can see by the most direct route, as though it has a {@quickref Flying Movement|PHB|3|0|flying speed} of 60 feet." + ] + }, + { + "type": "item", + "name": "Punish", + "entries": [ + "Choose a point within 30 feet of the avenger that you can see. The avenger launches divine energy from its hand at the indicated spot, causing an explosion affecting each creature within 10 feet of the point.", + "Each creature other than you in the area must make a Constitution saving throw. A creature takes {@damage 6d6} damage on a failed save, or half as much on a successful one. The damage type of the explosion is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil." + ] + }, + { + "type": "item", + "name": "Smite", + "entries": [ + "Choose a creature that you can see. The avenger moves toward that creature by the most direct route, as though the avenger has a {@quickref Flying Movement|PHB|3|0|flying speed} of 30 feet, then you make a melee spell attack against the target if it's within 5 feet of the avenger. If the attack hits, the target takes {@damage 8d8} damage. The damage type of the attack is determined by your alignment: radiant damage for good, force damage for neutral, or necrotic damage for evil." + ] + } + ] + }, + "If your {@status concentration} ends on this spell due to you being reduced to 0 hit points or dying, the spell doesn't end; instead, you lose control of the spell, which no longer requires your {@status concentration}, and the avenger flares with righteous vengeance until its 1-minute duration expires. While in this state, it focuses on the creature that reduced you to 0 hit points or that killed you, ignoring all other creatures and using its Smite action targeting the creature if the creature is within range of the action's movement, or the Move action toward the closest unoccupied space to the creature if it isn't. When the avenger takes either of these actions while in this state, it moves toward the creature as though the action's {@quickref Flying Movement|PHB|3|0|flying speed} were doubled.", + "Additionally, when it uses its Smite action against the creature while in this state, you make two spell attacks against the target, as described in the action, instead of one. Once the creature is dead, the spell ends." + ], + "spellAttack": [ + "M" + ], + "savingThrow": [ + "constitution" + ], + "damageInflict": [ + "radiant", + "force", + "necrotic" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "SGT", + "UBA" + ] + }, + { + "name": "Divine Conduit", + "source": "UltimateAdventurer", + "page": 235, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "When you cast this spell, you transform yourself into an open channel to the Positive Plane, shedding {@quickref Vision and Light|PHB|2||bright light} in a 5-foot radius, and {@quickref Vision and Light|PHB|2||dim light} for an additional 5 feet for the spell's duration. Until the spell ends, you gain the following benefits:", + { + "type": "list", + "items": [ + "You are immune to necrotic damage and have resistance to radiant damage.", + "You can use your action to touch a willing creature, granting it {@quickref temporary hit points|PHB|3|0} equal to {@dice 4d8} + your spellcasting ability modifier. Alternatively, you can forgo the temporary hit points to cure the target of one disease or neutralize one poison affecting it. This benefit has no effect on undead or constructs.", + "You can move across a liquid surface\u2014such as water, acid, mud, snow, quicksand, or lava\u2014as if it were harmless solid ground. You are not affected by the effects of such a liquid unless you choose to be affected by them, even if you are entirely submerged in them. This benefit does not magically grant you the ability to breathe in such liquids if you are entirely submerged in them." + ] + } + ], + "damageResist": [ + "radiant" + ], + "damageImmune": [ + "necrotic" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "LGT", + "THP" + ] + }, + { + "name": "Drain", + "source": "UltimateAdventurer", + "page": 236, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a red ribbon" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Monk", + "source": "PHB" + }, + "subclass": { + "name": "Way of the Presence", + "shortName": "Presence", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "Stretching out your hand and pointing your finger at a creature within range, a flash of negative energy briefly connects you to the target. It must succeed on a Constitution saving throw or take {@damage 3d4} necrotic damage, and you gain a number of {@quickref temporary hit points|PHB|3|0} equal to the damage dealt. You lose any temporary hit points granted by this spell after 1 minute." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by {@scaledamage 3d4|1-9|2d4} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL", + "THP" + ] + }, + { + "name": "Duel of Destiny", + "source": "UltimateAdventurer", + "page": 236, + "level": 4, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a holy symbol" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Monk", + "source": "PHB" + }, + "subclass": { + "name": "Way of the Presence", + "shortName": "Presence", + "source": "UltimateAdventurer" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oath of Vigilance", + "shortName": "Vigilance", + "source": "UltimateAdventurer" + } + }, + { + "class": { + "name": "Pugilist", + "source": "UltimateAdventurer" + }, + "subclass": { + "name": "Lead Eaters", + "shortName": "Lead Eater", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "Divine energy extends from you to a hostile creature of your choice you can see within range, locking you into a sacred duel. Until the spell ends, both you and the target shed {@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. You and the target are immune to the damage, spells, and other effects of creatures outside the duel, and creatures outside the duel are immune to the damage, spells, and other effects belonging to you or the target. You and the target are also incapable of moving farther than 60 feet apart.", + "For the duration, you gain 5 {@quickref temporary hit points|PHB|3|0} at the start of each of your turns, and when you hit the target with a weapon attack, the attack deals an additional {@damage 1d4} radiant damage.", + "The spell ends early if you end one of your subsequent turns without attacking the target or forcing it to make a saving throw, or if either you or the target drops to 0 hit points. You lose all remaining temporary hit points from this spell when the spell ends." + ], + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "AAD", + "LGT", + "SGT", + "THP" + ] + }, + { + "name": "Dusk", + "source": "UltimateAdventurer", + "page": 236, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a black gemstone worth at least 100 gp", + "cost": 10000 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Darkness Domain", + "shortName": "Darkness", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "The light dims in a location you specify within range, shadows consuming the light. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder dulls the light within it. Within the cylinder, areas of normally {@quickref Vision and Light|PHB|2||bright light} become {@quickref Vision and Light|PHB|2||dim light}, areas of normally {@quickref Vision and Light|PHB|2||dim light} become {@quickref Vision and Light|PHB|2||darkness}, and areas of normal darkness become magical {@spell darkness||magical darkness}.", + "When the cylinder appears, each undead creature within the cylinder gains {@dice 1d12} {@quickref temporary hit points|PHB|3|0} and each non-undead creature within the cylinder takes {@damage 1d12} necrotic damage. While a non-undead creature is in the cylinder, it takes an additional {@damage 1d12} necrotic damage the first time it takes damage each turn. Undead creatures who end their turn in the cylinder gain {@dice 1d12} temporary hit points.", + "If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.", + "If the spell's area ever overlaps with the area of a {@spell dawn|XGE} spell, both spells immediately end." + ], + "damageInflict": [ + "necrotic" + ], + "areaTags": [ + "Y" + ], + "miscTags": [ + "OBS", + "THP", + "UBA" + ] + }, + { + "name": "Elemental Ruination", + "source": "UltimateAdventurer", + "page": 236, + "level": 7, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The creature loses any resistance or immunity it has to the chosen damage type, and gains vulnerability to it, until the spell ends." + ], + "savingThrow": [ + "constitution" + ], + "damageVulnerable": [ + "acid", + "cold", + "fire", + "lightning", + "thunder" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Elemental Spike", + "source": "UltimateAdventurer", + "page": 236, + "level": 2, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Spirit Guardian", + "shortName": "Spirit Guardian", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You create a spike of energy from one of the elemental planes and send it careening at a target you can see within range. You choose Air, Earth, Fire, or Water as the plane from which you draw the energy, and then make a ranged spell attack against the target. If the attack hits, it has varying effects based on the plane you chose.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + + { + "type": "item", + "name": "Air", + "entries": [ + "The target takes {@damage 4d8} thunder damage and is pushed 10 feet away from you. Whether the attack hits or misses, the spell emits a thunderous boom audible out to 300 feet." + ] + }, + { + "type": "item", + "name": "Earth", + "entries": [ + "The target takes {@damage 4d8} force damage and is knocked {@condition prone}." + ] + }, + { + "type": "item", + "name": "Fire", + "entries": [ + "The target takes {@damage 4d8} fire damage, or half as much if you missed with the attack." + ] + }, + { + "type": "item", + "name": "Water", + "entries": [ + "The target takes {@damage 4d8} cold damage, and its speed is halved until the start of your next turn." + ] + } + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 4d8|2-9|1d8} for each slot level above 2nd. Alternatively, when you cast this spell using spell slots of certain levels, you can choose multiple elemental planes, dealing the damage and imposing the effects of each chosen plane, instead of increasing the spell's damage by {@dice 1d8} for each slot level above 2nd. If you cast this spell using a spell slot of 5th or 6th level, you can choose two planes; if you cast this spell using a 7th- or 8th-level spell slot, you can choose three planes; and if you cast this spell using a 9th-level spell slot, the spell gains the effects of all four planes." + ] + } + ], + "spellAttack": [ + "R" + ], + "damageInflict": [ + "cold", + "fire", + "force", + "thunder" + ], + "conditionInflict": [ + "prone" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "FMV", + "SCL", + "SGT" + ] + }, + { + "name": "Emboldening March", + "source": "UltimateAdventurer", + "page": 237, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a {@filter musical instrument|items|source=|type=instrument} worth at least 1 gp", + "cost": 100 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "entries": [ + "You play a lively march that emboldens your companions.", + "When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action.", + { + "type": "list", + "items": [ + "When a creature within 30 feet who can hear you makes a weapon attack, you can expend a spell-song point to roll {@dice 1d6} and add the result to the attack roll. You must choose to do this after the roll is made but before the DM declares whether the attack is successful or not.", + "When a creature within 30 feet who can hear you deals damage with a weapon attack, you can expend a spell-song point to cause the attack to deal an additional {@damage 1d6} damage.", + "When a creature within 30 feet who can hear you starts its turn, you can expend a spell-song point to embolden them. The creature gains {@dice 1d6} {@quickref temporary hit points|PHB|3|0}." + ] + }, + "Until the spell ends, you can take an action on your turn to gain up to your spellcasting modifier in spellsong points. You can only take this action twice each casting of this spell. You lose all remaining spell-song points immediately when this spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can take the action to gain spell-song points one additional time per slot level above 2nd." + ] + } + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "AAD", + "THP", + "SCL" + ] + }, + { + "name": "Embrace Destiny", + "source": "UltimateAdventurer", + "page": 237, + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Prophecy Domain", + "shortName": "Prophecy", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You look into the future and see a murky vision of things to come. When you cast this spell, roll a {@dice d20} and record the number rolled. Before the spell ends, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the foretold roll. You must choose to do this before the affected roll is made. Once the foretold roll is used, it is lost. You lose any foretold roll you have when this spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, you roll and record an additional {@dice d20} for each slot level above 1st. When you replace a roll, you can use any of the foretold rolls you have recorded and lose only the one you use." + ] + } + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL", + "SGT" + ] + }, + { + "name": "Encyclopedia", + "source": "UltimateAdventurer", + "page": 237, + "level": 8, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, when you make an Intelligence check, you can replace the number you roll with a 15.", + "Additionally, you can use an action to observe your surroundings, becoming magically aware of the presence and location of each secret door and trap within 30 feet of you that is within your line of sight." + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Enfeebling Dirge", + "source": "UltimateAdventurer", + "page": 238, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a {@filter musical instrument|items|source=|type=instrument} worth at least 1 gp", + "cost": 100 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "entries": [ + "You play a grim dirge that causes your enemies to perseverate on their mortality. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action.", + { + "type": "list", + "items": [ + "When a creature within 30 feet who can hear you takes damage, you can expend a spell-song point to cause the creature to take {@damage 1d6} necrotic damage. When you do, it can't regain hit points until the end of its next turn.", + "When a creature within 30 feet who can hear you regains hit points, you can expend a spell-song point to roll {@dice 1d12} and subtract that from the hit points regained (to a minimum of 0 hit points regained). If this brings the total hit points regained to 0, the creature is {@condition frightened} of you until the end of its next turn." + ] + }, + "Until the spell ends, you can take an action on your turn to gain up to your spellcasting modifier in spellsong points. You can only take this action twice each casting of this spell. You lose all remaining spell-song points immediately when this spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, you can take the action to gain spell-song points one additional time per slot level above 2nd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "conditionInflict": [ + "frightened" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Epidemic", + "source": "UltimateAdventurer", + "page": 238, + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "You become an incubator for a magical disease. Choose a disease of your choice from any of the ones described below. At the DM's option, you may choose an alternative disease effect, but it should be no more powerful than those described below.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "entries", + "name": "Blinding Sickness", + "entries": [ + "Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is {@condition blinded}." + ] + }, + { + "type": "entries", + "name": "Filth Fever", + "entries": [ + "A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength." + ] + }, + { + "type": "entries", + "name": "Flesh Rot", + "entries": [ + "The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage." + ] + }, + { + "type": "entries", + "name": "Mindfire", + "entries": [ + "The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the {@spell confusion} spell during combat." + ] + }, + { + "type": "entries", + "name": "Seizure", + "entries": [ + "The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity." + ] + }, + { + "type": "entries", + "name": "Slimy Doom", + "entries": [ + "The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is {@condition stunned} until the end of its next turn." + ] + } + ] + }, + "Until the spell ends, each creature other than you that starts its turn within 30 feet of you unknowingly becomes an infected carrier for the disease. While a creature is an infected carrier, each creature other than you that starts its turn within 30 feet of it unknowingly becomes an infected carrier as well. Symptoms of the disease don't begin to manifest until the spell ends.", + "When you cast this spell, you can designate any number of creatures within 30 feet of you. For 24 hours, those creatures are immune to the chosen disease and can't become infected by it.", + "As an action, you can choose to end the spell early.", + "Once the spell ends, each infected creature must make a Constitution saving throw. A creature makes this saving throw with disadvantage if it's within 30 feet of you. On a failed save, the creature suffers the disease's effects for 24 hours, and must repeat the saving throw at the end of each 24-hour period until it's cured of the disease, extending the disease's effects for another 24 hours and gaining a level of {@condition exhaustion} each time it fails. If a creature succeeds on its saving throw, it is cured of the disease.", + "While it suffers the disease, a creature gains no benefits from taking {@quickref resting|phb|2|0|long rests}, other than preventing itself from suffering further levels of {@condition exhaustion} due to lack of sleep.", + "Since this spell creates magical disease, the chosen disease is much more difficult to cure than normal.", + "A {@spell heal} or {@spell power word heal} cast on an affected creature instantly cures them of the disease. A creature can also cast {@spell greater restoration} on an affected creature to attempt to cure it; the caster must make a spellcasting ability check against your spell save DC when it casts the spell, curing the target of the disease on a success." + ], + "savingThrow": [ + "constitution" + ], + "damageVulnerable": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "psychic", + "radiant", + "slashing", + "thunder" + ], + "conditionInflict": [ + "blinded", + "exhaustion", + "stunned" + ], + "areaTags": [ + "MT", + "S" + ] + }, + { + "name": "Eruption", + "source": "UltimateAdventurer", + "page": 239, + "level": 6, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 150 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "Magma bursts from the ground in a 20-foot radius, 40-foot-high cylinder centered on a point you can see within range. Each creature in the radius must make a Dexterity saving throw, taking {@damage 6d6} fire damage on a failed save, or half as much damage on a successful one.", + "The ground in the area is considered {@quickref difficult terrain|PHB|4} for the duration.", + "Each round you maintain {@status concentration} on this spell, the eruption produces additional effects on your turn.", + { + "type": "entries", + "name": "Round 2", + "entries": [ + "Clumps of dirt and rock dislodged by the explosion fall from the sky. The area in the cylinder becomes {@quickref Vision and Light|PHB|2|0|lightly obscured}. Each creature in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes {@damage 3d6} bludgeoning damage and becomes {@condition restrained} until the spell ends. On a successful save, it takes half as much damage and isn't restrained. A creature {@condition restrained} this way can make a Strength saving throw as an action on its turn, freeing itself on a successful save." + ] + }, + { + "type": "entries", + "name": "Round 3-5", + "entries": [ + "Poisonous volcanic gas floods the area. The area in the cylinder becomes {@quickref Vision and Light|PHB|2|0|heavily obscured}. Each creature in the cylinder must make a Constitution saving throw. On a failed save, a creature takes {@damage 1d6} fire damage and {@damage 1d6} poison damage, and is {@condition poisoned} for 1 minute. On a successful save, it takes half as much damage and isn't poisoned. If a creature enters the area for the first time in a turn while the gas persists, it becomes subject to the effect. A creature {@condition poisoned} this way makes a Constitution saving throw at the end of each of its turns, ending the condition on a successful save." + ] + }, + { + "type": "entries", + "name": "Round 6-10", + "entries": [ + "The same as Round 3-5, but the targets make their initial Constitution saving throw against the effect each round with advantage." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the radius and height of the cylinder each increase by 10 feet for each slot level above 6th." + ] + } + ], + "damageInflict": [ + "bludgeoning", + "fire", + "poison" + ], + "conditionInflict": [ + "poisoned", + "restrained" + ], + "savingThrow": [ + "constitution", + "dexterity", + "strength" + ], + "areaTags": [ + "Y" + ], + "miscTags": [ + "OBS", + "SCL", + "SGT" + ] + }, + { + "name": "Evil Eye", + "source": "UltimateAdventurer", + "page": 239, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Sorcerer", + "source": "PHB" + }, + "subclass": { + "name": "Cursed Existence", + "shortName": "Cursed", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "Choose a creature within range and release a minor curse on them. That creature must succeed on a Wisdom saving throw or gain one of the following afflictions of your choice for the duration of this spell.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "entries", + "name": "Misfortune", + "entries": [ + "Each time the creature makes an ability check, you can choose to give that roll disadvantage. If the creature fails that ability check, this spell ends." + ] + }, + { + "type": "entries", + "name": "Night Terrors", + "entries": [ + "The creature is plagued by paranoia and anxiety, unable to relax or rest. The creature cannot gain any benefits from finishing a {@quickref resting|phb|2|0|short or long rest} for the duration." + ] + }, + { + "type": "entries", + "name": "Outcast", + "entries": [ + "The creature provokes distrust and disdain in all it meets while afflicted by this spell. It has disadvantage on all Charisma checks for the duration." + ] + } + ] + }, + "A {@spell remove curse} spell ends this effect." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases. With a 3rd- or 4th-level spell slot, the duration becomes 8 hours. With a 5th- or 6th-level spell slot, the duration becomes 24 hours. With a 7th-level or higher spell slot, the duration becomes permanent until undone by a {@spell remove curse} spell." + ] + } + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "PRM", + "SCL" + ] + }, + { + "name": "Fertility Rites", + "source": "UltimateAdventurer", + "page": 240, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "medicinal herbs worth 10 gp or more, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "You perform a rite to enhance fertility and bless the young. When you cast this spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.", + { + "type": "entries", + "name": "Fecundity", + "entries": [ + "You touch two willing creatures, blessing their union. The next time they attempt to conceive an offspring together, and are capable of doing so, they succeed." + ] + }, + { + "type": "entries", + "name": "Good Health", + "entries": [ + "You touch a humanoid who is no more than one year old and pray for its good health. The child has advantage on saving throws against disease until it is 1 year old." + ] + }, + { + "type": "entries", + "name": "Lineage", + "entries": [ + "You touch a willing humanoid who is adolescent or younger and peer into their family history. You learn the identity of the creature's biological parents." + ] + }, + { + "type": "entries", + "name": "Midwifing", + "entries": [ + "You touch a humanoid while it is in labor and bless the birth. The creature will not die as a result of childbirth." + ] + }, + { + "type": "entries", + "name": "Safe Keeping", + "entries": [ + "You touch a pregnant humanoid and abjure their body against harm. The pregnancy cannot be terminated without that creature's consent." + ] + } + ], + "areaTags": [ + "ST", + "MT" + ], + "miscTags": [ + "ADV" + ] + }, + { + "name": "Find Greater Familiar", + "source": "UltimateAdventurer", + "page": 240, + "level": 3, + "school": "C", + "time": [ + { + "number": 8, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "100 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You gain the service of a familiar, a spirit that takes a form you choose: {@creature blink dog}, {@creature dust mephit}, {@creature giant centipede}, {@creature giant octopus}, {@creature giant poisonous snake}, {@creature giant spider}, {@creature ice mephit}, {@creature imp}, {@creature magma mephit}, {@creature mud mephit}, {@creature myconid sprout}, {@creature pseudodragon}, {@creature smoke mephit}, or {@creature steam mephit}.", + "Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal creature type.", + "Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.", + "When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is on the same plane as you, you can communicate with it telepathically.", + "Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are {@condition deafened|PHB|deaf} and {@condition blinded|PHB|blind} with regard to your own senses.", + "As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.", + "You can't have more than one familiar at a time, including a familiar created by this spell or by {@spell find familiar}. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.", + "Finally, when you cast a {@filter spell with a range of touch|spells|source=|components & miscellaneous==|range=touch}, your familiar can deliver the spell as if it had cast the spell. You must be able to see your familiar, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll." + ], + "miscTags": [ + "PRM", + "SGT", + "SMN" + ] + }, + { + "name": "Find Vessel", + "source": "UltimateAdventurer", + "page": 240, + "level": 3, + "school": "C", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a model ship within a bottle" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Artificer", + "source": "TCE" + }, + "subclass": { + "name": "Mechanic", + "shortName": "Mechanic", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You summon a spirit that assumes the form of a waterborne vessel. Appearing in an unoccupied space within range, the spirit takes the form you choose: {@item keelboat|DMG} or {@item rowboat|DMG}. The vessel has the statistics provided in the {@book Dungeon Master's Guide|DMG} for the chosen form. Additionally, the vessel is immune to nonmagical bludgeoning, piercing, and slashing damage.", + "You have advantage on ability checks you make to steer the vessel. While you are aboard the vessel, it responds to your verbal commands, allowing you to ignore the minimum crew number required to operate the vehicle. The vessel's speed, cargo weight limit, and hit points are all doubled. While you have the vessel summoned, you can cast this spell again to restore it to its maximum hit points.", + "The vessel disappears when it drops to 0 hit points or when you dismiss it as an action. When the vessel disappears, it leaves behind any creatures or objects it was carrying. You cannot have more than one vessel summoned by this spell at a time." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell with a spell slot of 5th level or higher, you can choose from two additional waterborne vessel shapes for the summoned spirit: {@item longship|DMG} or {@item sailing ship|DMG}. When you cast this spell using a spell slot of 7th level or higher, you can choose from another two additional waterborne vessel shapes for the summoned spirit: {@item galley|DMG} or {@item warship|DMG}." + ] + } + ], + "miscTags": [ + "ADV", + "HL", + "OBJ", + "SCL", + "SMN" + ] + }, + { + "name": "Flaming Vortex", + "source": "UltimateAdventurer", + "page": 241, + "level": 5, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a swirling vortex of flame around yourself, which is powerful enough to take you aloft. For the duration, your base movement speed increases by 30 feet. You are able to move vertically, in addition to horizontally, on your turn, but not to a height greater than 60 feet above the ground.", + "While you are aloft, the vortex travels with you, creating a 5-foot radius cylinder with height equal to your current distance from the ground. As you move, each creature your vortex passes within 5 feet of must make a Dexterity saving throw. On a failed save, a creature takes {@damage 3d8} fire damage, or half as much on a successful save. A creature other than you that starts its turn within 5 feet of the cylinder, or passes within 5 feet of it for the first time during a turn, must also make this saving throw, taking damage as described above.", + "If a creature has taken damage from this spell since the start of your last turn, it can't take damage from the spell again until the start of your next turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast the spell using a spell slot of 6th level or higher, the damage increases by {@dice 3d8|5-9|1d8} for each slot level above 5th." + ] + } + ], + "savingThrow": [ + "dexterity" + ], + "damageInflict": [ + "fire" + ] + }, + { + "name": "Flexuous Will", + "source": "UltimateAdventurer", + "page": 241, + "level": 5, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "special" + }, + "components": { + "v": true, + "s": true, + "m": "multicolored clay putty or shifting iridescent fabric" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You have mastered the manipulation of your will as a devastating force. When you cast this spell, you can shape the cognitive explosion as a 20-foot-radius sphere centered on you, a line 60 feet long and 5 feet wide originating from you, or a 30-foot cone originating from you. Each creature within the area must make a Wisdom saving throw. A creature takes {@damage 6d10} psychic damage on a failed save, or half as much on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, the damage increases by {@scaledamage 6d10|5-9|1d10} for each slot level above 5th." + ] + } + ], + "savingThrow": [ + "wisdom" + ], + "damageInflict": [ + "psychic" + ], + "areaTags": [ + "S", + "L", + "N" + ] + }, + { + "name": "Fool's Gold", + "source": "UltimateAdventurer", + "page": 241, + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "m": "1 gold coin" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "When you cast this spell, you enchant the coin you used as the material component for this spell. At any point before the spell ends, you can summon the coin back to your hand. Doing so ends the spell." + ] + }, + { + "name": "Forecast", + "source": "UltimateAdventurer", + "page": 241, + "level": 6, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": "a glass thermometer and a copper weathervane" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You predict that you're going to cast a spell within the next 24 hours and send your future self the power to cast it. Choose a spell of {@filter 5th level or lower|spells|source=|level=0;1;2;3;4;5|components & miscellaneous==} that you know or have prepared and that has a casting time of 1 action, then expend a spell slot of the spell's level or higher to forecast it. Once before the spell ends, you can cast the forecasted spell without expending a spell slot, at which time you lose it as your forecasted spell.", + "You also lose the spell as your forecasted spell if you cast this spell again." + ] + }, + { + "name": "Foreshadow", + "source": "UltimateAdventurer", + "page": 241, + "level": 4, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a quill pen tipped with wet ink" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Prophecy Domain", + "shortName": "Prophecy", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "Choose a creature you can see within range, peering into its near future and allowing yourself to see a shadow of its coming actions until the spell ends. The first time each turn that you make an attack roll against the target or it forces you to make a saving throw, you make the roll with advantage. Additionally, the first time each turn that the target makes an attack roll or ability check against you, it makes the roll with disadvantage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, you can choose one additional creature you can see within range for each slot level above 4th. You gain the effects of the spell against each target." + ] + } + ], + "areaTags": [ + "ST", + "MT" + ], + "miscTags": [ + "ADV", + "SCL", + "SGT" + ] + }, + { + "name": "Forsaken Chains", + "source": "UltimateAdventurer", + "page": 242, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a length of chain" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You gesture at a creature within range and three ghostly manacles and chains spring from the ground, latching onto the creature. Each time the creature moves 5 feet, one of the chains breaks and the creature takes {@damage 1d12} necrotic damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, two additional chains latch onto the creature per slot level above 1st." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "areaTags": [ + "ST", + "MT" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Fortify", + "source": "UltimateAdventurer", + "page": 242, + "level": 0, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You make a sign of protection in the air before you.", + "When you do, you gain {@dice 1d6} {@quickref temporary hit points|PHB|3|0}. While you have any temporary hit points remaining from this spell, you lose 1 at the start of each of your turns.", + "The temporary hit points granted by this spell increases by {@dice 1d6} when you reach 5th level ({@dice 2d6}), 11th level ({@dice 3d6}), and 17th level ({@dice 4d6})." + ], + "scalingLevelDice": { + "label": "temporary hit points", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "miscTags": [ + "SCL", + "THP" + ] + }, + { + "name": "Fortuity Conflux", + "source": "UltimateAdventurer", + "page": 242, + "level": 2, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a broken watch hand" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Time Domain", + "shortName": "Time", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You touch a creature and grant it the ability to undo a critical mistake. The first time the target rolls a 1 on an ability check or attack roll, the target instead rolls the {@dice d20} again with a {@d20 +10} bonus, and the spell ends." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Geotag", + "source": "UltimateAdventurer", + "page": 242, + "level": 6, + "school": "D", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "unlimited" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a map of the plane you're on worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Describe or name a place, creature, or object that is familiar to you. If the target is on the same plane of existence as you and is in a place that is contained within the boundaries of the map used as the material component, a magical marker appears on the map of the target's exact location at the moment you finish casting the spell. If the target is capable of moving or being moved, the marker doesn't move with it.", + "When you place your finger on the marker, you learn the exact distance you are from the marked location and sense the direction to it. If the target was a creature or object, you also learn the name of the closest settlement to the marked location.", + "The marker disappears if you cast this spell again." + ], + "miscTags": [ + "OBJ" + ] + }, + { + "name": "Ghostwalk", + "source": "UltimateAdventurer", + "page": 242, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, you become translucent, taking on an ethereal appearance, and you gain the following benefits:", + { + "type": "list", + "items": [ + "If you are {@condition grappled} or {@condition restrained}, you can use your bonus action to escape the effect.", + "When you would take damage other than force or psychic damage from a source you can see, you can use your reaction to become intangible for a single moment. When you do, you take no damage from the triggering effect. If the attack hit or you failed your saving throw against the spell or ability, you still suffer its other effects.", + "You can use your action to become intangible until the end of your turn. While you are intangible, you are immune to all damage except force damage and psychic damage. Creatures can still perceive you, but can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and physical effects while you're intangible, allowing you to move through normally solid objects. At the end of your turn, you become tangible again in the spot you currently occupy. If you occupy the same space as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved." + ] + } + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "SGT", + "UBA" + ] + }, + { + "name": "Giantize", + "source": "UltimateAdventurer", + "page": 243, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": "a piece of a giant's toenail" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "The Giant", + "shortName": "Giant", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You imbue a willing creature you can see within range with the size, endurance, and power of a giant. The target gains 30 {@quickref temporary hit points|PHB|3|0}. If any of these remain when the spell ends, they are lost.", + "In addition, the target's size\u2014and the size of each object it is wearing and carrying \u2014quadruples in all dimensions, and its weight is multiplied by sixty-four. An item dropped by an affected creature returns to normal size immediately.", + "This growth increases the target's size by two categories\u2014from Medium to Huge, for example\u2014up to a maximum of Gargantuan. If there isn't enough room for the target to quadruple its size, the creature and its equipment attains the maximum size possible in the space available. A creature or unsecured object occupying a space required for the creature's size to expand is shunted to the nearest unoccupied space.", + "Until the spell ends, the target also gains a +4 bonus to its Strength score, to a maximum of 30. While any of its weapons are enlarged, the target's attacks with them deal an extra {@damage 1d10} damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th level or higher, for each slot level above 5th, the target gains 10 additional temporary hit points and the bonus to the target's Strength score increases by +1, but this bonus still can't increase its Strength score above 30." + ] + } + ], + "miscTags": [ + "AAD", + "OBJ", + "SCL", + "SGT", + "THP" + ] + }, + { + "name": "Give Life", + "source": "UltimateAdventurer", + "page": 243, + "level": 0, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "Placing your hand on another creature, you can transfer your own life force to them. You spend and roll one of your Hit Dice, add your spellcasting modifier, and the creature regains that many hit points." + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Guardian of Civilization", + "source": "UltimateAdventurer", + "page": 244, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "A spirit representing the collective consciousness of communities throughout history answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Enlightened Scholar or Willful Warrior.", + { + "type": "entries", + "name": "Enlightened Scholar", + "entries": [ + "A spectral crown, circlet, or hat (your choice) appears on your head, your eyes begin to glow with knowing light, and you gain the following benefits:", + { + "type": "list", + "items": [ + "Any Intelligence check you make to recall information is made with advantage.", + "You make Wisdom saving throws with advantage.", + "You make Intelligence-based attack rolls with advantage.", + "You can use the {@action Help} action as a bonus action. When you use the action to aid an ally in attacking a creature, the target of that attack can be within 15 feet of you, rather than within 5 feet of you." + ] + }, + { + "type": "entries", + "name": "Willful Warrior", + "entries": [ + "A spectral suit of armor forms around you, your eyes begin to glow with a determined light, and you gain the following benefits:", + { + "type": "list", + "items": [ + "Your AC can't be less than 17, regardless of what kind of armor you're wearing.", + "You make Constitution- and Charisma-based attack rolls with advantage.", + "Your weapon attacks deal an extra {@damage 1d6} force damage on a hit.", + "When you take bludgeoning, piercing, or slashing damage, you reduce the amount of damage you take by 2." + ] + } + ] + } + ] + } + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "AAD", + "ADV", + "UBA" + ] + }, + { + "name": "Guiding Weapon", + "source": "UltimateAdventurer", + "page": 244, + "level": 3, + "school": "D", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + "subclass": { + "name": "Curse of the Armament", + "shortName": "Armament", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You imbue a weapon you touch with the ability to guide itself toward weak spots in a target's defenses. Until the spell ends, weapon attacks made with it deal an extra {@damage 1d4} damage on a hit, and once per turn when a weapon attack made with it misses, the attacker can choose to add your spellcasting ability modifier to the attack roll, potentially changing the result to a hit. If the weapon isn't already a magic weapon, it becomes one for the duration." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th or 6th level, the weapon gains a +1 bonus to attack rolls and the extra damage increases to {@damage 2d4}. When you use a spell slot of 7th or 8th level, the weapon gains a +2 bonus to attack rolls and the extra damage increases to {@damage 3d4}. When you use a 9th level spell slot, the weapon gains a bonus to attack rolls equal to your spellcasting ability modifier and its extra damage increases to {@damage 3d4}. If the target weapon is already magical when you cast this spell using a spell slot that would grant a bonus to attack rolls, you use your choice of either the weapon's bonus or this spell's, not the combination." + ] + } + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "AAD", + "OBJ", + "SCL" + ] + }, + { + "name": "Hastening Minuet", + "source": "UltimateAdventurer", + "page": 244, + "level": 3, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a {@filter musical instrument|items|source=|type=instrument} worth at least 1 gp", + "cost": 100 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "entries": [ + "You play a spritely tune that puts a skip in the step of your companions. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action.", + { + "type": "list", + "items": [ + "When a creature within 30 feet who can hear you starts its turn, you can expend a spell-song point to double its movement speed until the end of the turn.", + "When a creature within 30 feet who can hear you takes the {@action Attack} action or casts a spell on its turn, you can expend a spell-song point to allow it to use a bonus action to take the {@action Dash}, {@action Disengage}, or {@action Use an Object} action on the same turn.", + "When a creature within 30 feet who can hear you is targeted by an attack, you can expend a spell-song point to give the creature a +2 to AC until the end of the turn." + ] + }, + "Until the spell ends, you can take an action on your turn to gain up to your spellcasting modifier in spellsong points. You can only take this action three times each casting of this spell. You lose all remaining spellsong points immediately when this spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can take the action to gain spell-song points an additional time per slot level above 3rd." + ] + } + ], + "miscTags": [ + "SCL", + "UBA" + ] + }, + { + "name": "Hatred Infusion", + "source": "UltimateAdventurer", + "page": 245, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + } + ] + }, + "entries": [ + "You infuse your next attack with a curse that creates a powerful hatred for you in its victim. The next time you hit a creature with an attack during this spell's duration, your attack deals an extra {@damage 1d6} psychic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target has disadvantage on any attack roll it makes against a target other than you. As an action, the target can repeat the Wisdom saving throw, ending the spell on a successful save.", + "A creature immune to being {@condition charmed} automatically succeeds on its saving throw against this spell.", + "A {@spell remove curse} spell ends this effect." + ], + "savingThrow": [ + "wisdom" + ], + "damageInflict": [ + "psychic" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Heroes' Ward", + "source": "UltimateAdventurer", + "page": 246, + "level": 7, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a gem-encrusted scepter worth at least 1,500 gp, which the spell consumes", + "cost": 150000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "You create an intricate golden ward in a 30-foot-radius cylinder that has a height as high as you can see, centered on a point you can see on the ground within range. When you cast the spell, you can choose up to twelve creatures you can see. Until the spell ends, as long as a chosen creature is within the cylinder, it gains the following benefits:", + { + "type": "list", + "items": [ + "It is immune to being {@condition charmed} or {@condition frightened}.", + "Each time it takes damage, it rolls a {@dice d8} and subtracts the result from the damage.", + "When it hits with a weapon attack or casts a spell that deals damage, the attack or spell's first damage roll deals an additional {@damage 1d8} radiant damage.", + "When it casts a spell of 1st level or higher that doesn't deal damage, the spell is cast one level higher (to a maximum of 9th level).", + "If a spell, such as {@spell revivify}, has the sole purpose of restoring it to life (but not undeath), the caster doesn't need material components to cast the spell on it." + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 9th level spell slot, the spell lasts for its full duration without requiring you to maintain {@status concentration}." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "conditionImmune": [ + "charmed", + "frightened" + ], + "areaTags": [ + "MT", + "Y" + ], + "miscTags": [ + "SGT", + "SCL" + ] + }, + { + "name": "Hex Bolt", + "source": "UltimateAdventurer", + "page": 245, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a splinter from a ladder you've walked under" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You launch a bolt of crackling necrotic power at a creature you can see within range. Choose one ability when you cast this spell, and make a ranged spell attack against the target. On a hit, the target takes {@damage 2d6} necrotic damage and becomes cursed until the spell ends. The cursed target takes an extra {@damage 1d6} necrotic damage whenever you hit it with an attack and has disadvantage on ability checks it makes with the chosen ability.", + "If you see the target drop to 0 hit points before this spell ends, you can use your reaction to attempt to transfer the curse to a different creature you can see within 30 feet of the target. Make a ranged spell attack against the new target. On a hit, the new target takes {@damage 2d6} necrotic damage and becomes cursed by the spell. The spell ends if you don't use this reaction when the cursed target drops to 0 hit points or if you miss with the ranged spell attack.", + "A {@spell remove curse} spell ends this effect." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage of the ranged spell attacks increases by {@scaledamage 2d6|2-5|1d6} for each slot level above 2nd (to a maximum of {@dice 5d6})." + ] + } + ], + "spellAttack": [ + "R" + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "AAD", + "SCL", + "SGT" + ] + }, + { + "name": "Hex Infusion", + "source": "UltimateAdventurer", + "page": 245, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + } + ] + }, + "entries": [ + "You infuse your next attack with a curse that causes horrible luck to befall its victim. The next time you hit a creature with an attack during this spell's duration, your attack deals an extra {@damage 5d6} necrotic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target has disadvantage on all ability checks, and takes an extra {@damage 2d6} necrotic damage whenever you hit it with an attack.", + "If the target drops to 0 hit points before the spell ends, the curse's power returns to you, eager to be afflicted on its next victim. The next time you hit a creature with an attack during this spell's duration, it suffers the extra {@damage 5d6} necrotic damage and must succeed on the saving throw or become cursed by the spell. The spell ends if the new target succeeds on the saving throw.", + "A {@spell remove curse} spell ends this effect on the target." + ], + "savingThrow": [ + "wisdom" + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Hex Storm", + "source": "UltimateAdventurer", + "page": 246, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 20 + } + }, + "components": { + "v": true, + "s": true, + "m": "a hairball from a black cat that has crossed your path" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You surround yourself with crackling necrotic power, and unleash it in a tempest of dark lightning around you. Choose one ability when you cast this spell. Each other creature in a 20-foot radius sphere centered on you must succeed on a Dexterity saving throw or take {@damage 3d6} necrotic damage and become cursed until the spell ends. A creature that succeeds on its saving throw takes half as much damage and isn't cursed. A creature cursed with this spell takes an extra {@damage 1d6} necrotic damage whenever you hit it with an attack and has disadvantage on ability checks it makes with the chosen ability.", + "A {@spell remove curse} cast on a target ends this spell's effects on that target." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, for each slot level above 3rd, the initial damage increases by {@scaledamage 3d6|3-9|1d6} and the radius increases by 10 feet." + ] + } + ], + "savingThrow": [ + "dexterity" + ], + "damageInflict": [ + "necrotic" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "AAD", + "SCL" + ] + }, + { + "name": "Holy Hymnal", + "source": "UltimateAdventurer", + "page": 246, + "level": 3, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a musical instrument worth at least 1 gp", + "cost": 100 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "You play a soulful song of praise that emboldens your companions and rings like a cacophony in the ears of the unholy. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action.", + { + "type": "list", + "items": [ + "When a creature other than an undead or construct that can hear you starts its turn within 30 feet of you, you can expend a spell-song point to restore it. The creature regains {@dice 1d4} hit points.", + "When a creature deals damage to a fey, fiend, or undead who can hear you within 30 feet of you, you can expend a spell-song point to make the attack deal an additional {@damage 1d8} radiant damage.", + "Before a creature who can hear you within 30 feet of you makes a saving throw, you can expend a spell-song point to roll {@dice 1d6} and add the result to the saving throw." + ] + }, + "Until the spell ends, you can take an action on your turn to gain up to your spellcasting modifier in spellsong points. You can only take this action three times each casting of this spell. You lose all remaining spellsong points immediately when this spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, you can take the action to gain spell-song points an additional time per slot level above 3rd." + ] + } + ], + "damageInflict": [ + "radiant" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "AAD", + "HL", + "SCL" + ] + }, + { + "name": "Horror Story", + "source": "UltimateAdventurer", + "page": 247, + "level": 2, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "entries": [ + "You look straight into the face of one creature you can see within range, and begin bellowing a nightmarish tale audible to 300 feet that hits the creature like a shockwave. Make a ranged spell attack against the target. The target being within 5 feet of you doesn't impose disadvantage on the attack roll. On a hit, the target takes {@damage 3d8} thunder damage, and, if it can hear you, it must succeed on a Wisdom saving throw or become {@condition frightened} of you until the spell ends. On a miss, the target takes half damage and isn't frightened.", + "A target {@condition frightened} this way can repeat the saving throw at the end of each of its turns, ending the effects on itself on a success. It has disadvantage on the saving throw if you're within 5 feet of it." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast the spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 3d8|2-9|1d8} for each slot level above 2nd." + ] + } + ], + "spellAttack": [ + "R" + ], + "savingThrow": [ + "wisdom" + ], + "damageInflict": [ + "thunder" + ], + "conditionInflict": [ + "frightened" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Illusory Feint", + "source": "UltimateAdventurer", + "page": 247, + "level": 0, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "m": { + "text": "a {@filter melee weapon|items|source=|type=melee weapon} worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You brandish the weapon used in the spell's casting and make a melee weapon attack with it against one creature within 10 feet of you. On a hit, the target suffers the attack's normal effects. On a miss, you make a second melee weapon attack with the same weapon against the target. On a hit, the target takes psychic damage equal to your spellcasting ability modifier, instead of the weapon's normal damage.", + "The spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra {@damage 1d8} psychic damage whether it was the first or second attack. This extra damage increases by {@dice 1d8} at 11th level ({@dice 2d8}) and 17th level ({@dice 3d8})." + ], + "scalingLevelDice": [ + { + "label": "first attack extra damage", + "scaling": { + "5": "1d8", + "11": "2d8", + "17": "3d8" + } + }, + { + "label": "second attack damage", + "scaling": { + "1": "{{spellcasting_mod}}", + "5": "1d8 + {{spellcasting_mod}}", + "11": "2d8 + {{spellcasting_mod}}", + "17": "3d8 + {{spellcasting_mod}}" + } + } + ], + "damageInflict": [ + "psychic" + ], + "miscTags": [ + "AAD", + "SCL" + ] + }, + { + "name": "Inspiring Saga", + "source": "UltimateAdventurer", + "page": 247, + "level": 9, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a musical instrument worth at least 1 gp", + "cost": 100 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "entries": [ + "You play an epic musical saga that inspires your companions to feats of heroism certain to enter the annals of history. When you cast this spell, you gain a number of spell-song points equal to your spellcasting ability modifier. Before the spell ends, you can expend spell-song points (no action required) when certain conditions are met to weave your melodic magic into the action:", + { + "type": "list", + "items": [ + "When a creature within 30 feet who can hear you hits with an attack roll, you can expend a spell-song point to cause the attack to deal maximum damage, instead of making a damage roll.", + "When a creature within 30 feet who can hear you makes a damage roll for a spell, you can expend a spell-song point to allow it to choose any number of the damage dice after the roll and reroll each of the chosen dice once, replacing each die's previous result with the new roll.", + "When a creature within 30 feet who can hear you would make a death saving throw, you can expend a spell-song point to cause it to regain 1 hit point instead.", + "When a creature within 30 feet who can hear you starts its turn while it is affected by one or more disease, it has one or more level of {@condition exhaustion}, or it is subject to any number of the {@condition blinded}, {@condition charmed}, {@condition frightened}, {@condition incapacitated}, {@condition paralyzed}, {@condition poisoned}, {@condition restrained}, or {@condition stunned} conditions, you can expend a spell-song point to cure it of each disease affecting it, reduce its level of {@condition exhaustion} by 1, and end each of the other listed conditions to which it is subject.", + "When a creature other than you within 30 feet who can hear you fails a saving throw, you can expend a spell-song point to cause it to succeed instead." + ] + }, + "Until the spell ends, you can take an action on your turn to gain up to your spellcasting ability modifier in spell-song points. You can take this action an unlimited number of times. You lose all remaining spell-song points immediately when this spell ends." + ], + "miscTags": [ + "HL" + ] + }, + { + "name": "Intuition", + "source": "UltimateAdventurer", + "page": 248, + "level": 8, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, when you make a Wisdom check, you can replace the number you roll with a 15. Additionally, no matter what a creature says to you, you magically learn if the creature is lying to you or hiding a secret related to the topic of conversation." + ] + }, + { + "name": "Investiture of Darkness", + "source": "UltimateAdventurer", + "page": 248, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, smoky shadows and crackling necrotic energy envelope you like a cloak and you gain the following benefits:", + { + "type": "list", + "items": [ + "You are immune to necrotic damage.", + "{@quickref Vision and Light|PHB|2||Dim light} and {@quickref Vision and Light|PHB|2||darkness}, including magical darkness, don't impede your vision.", + "While you're in an area of dim light or darkness, including another creature's shadow, you can use your bonus action to teleport to another area of dim light or darkness that you can see.", + "You can use your action to create a 15-foot sphere of magical darkness centered on a point you can see within 30 feet of you. The darkness spreads around corners. A creature with {@sense darkvision} can't see through this darkness, and nonmagical light can't illuminate it. If a creature of a type other than undead dies within the darkness, it rises as a {@creature zombie} under your control at the start of your next turn, as though the corpse were under the effects of the {@spell danse macabre|XGE} spell. You roll initiative for each zombie created this way. The darkness lasts until the spell ends, or until you use your action this way again. When the spell ends, each zombie created by the spell becomes inanimate." + ] + } + ], + "damageImmune": [ + "necrotic" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "SGT", + "TP", + "UBA" + ] + }, + { + "name": "Investiture of Light", + "source": "UltimateAdventurer", + "page": 248, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, your body becomes wreathed in a corona of shining light, shedding {@quickref Vision and Light|PHB|2||bright light} in a 30-foot radius and {@quickref Vision and Light|PHB|2||dim light} for an additional 30 feet and you gain the following benefits:", + { + "type": "list", + "items": [ + "If the area of light shed by this spell overlaps an area of darkness created by a spell of 6th level or lower, the darkness is dispelled.", + "When you or a friendly creature starts its turn within 30 feet of you, if it's below half its hit point maximum, it regains {@dice 1d6} hit points.", + "You can use your reaction to create a flash of brilliant light in a 15-foot cone extending from you in a direction you choose. Each creature of your choice in the area must make a Constitution saving throw. A creature takes {@damage 3d8} radiant damage and is {@condition blinded} until the end of its next turn on a failed save, or half as much damage and isn't {@condition blinded} on a success." + ] + } + ], + "savingThrow": [ + "constitution" + ], + "damageInflict": [ + "radiant" + ], + "conditionInflict": [ + "blinded" + ], + "areaTags": [ + "N", + "S" + ], + "miscTags": [ + "HL", + "LGT" + ] + }, + { + "name": "Investiture of Voltage", + "source": "UltimateAdventurer", + "page": 249, + "level": 6, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, your body crackles with electricity, and you gain the following benefits:", + { + "type": "list", + "items": [ + "You are immune to lightning damage, as well as to the {@condition paralyzed} and {@condition stunned} conditions.", + "When a creature hits you with a melee attack, it takes {@damage 1d8} lightning damage and can't take reactions until the start of its next turn.", + "You can use your action to create a line of lightning 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes {@damage 4d8} lightning damage on a failed save, or half as much damage on a successful one." + ] + } + ], + "damageImmune": [ + "lightning" + ], + "conditionInflict": [ + "paralyzed", + "stunned" + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "L" + ] + }, + { + "name": "Invisible Weapon", + "source": "UltimateAdventurer", + "page": 249, + "level": 4, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You coat a weapon you touch with illusory magicks, rendering it {@condition invisible} to all except you and the creature who is carrying or wielding it. Until the spell ends, any weapon attack made using the weapon against a creature other than you that doesn't have {@sense truesight} has advantage. If the weapon isn't already a magic weapon, it becomes one for the duration. Even if it was already a magic weapon, spells and magical effects that detect the presence of magic items or whether an item is magical or not, such as the {@spell detect magic} spell, fail to detect the weapon." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast the spell using a 6th or 7th level spell slot, the duration is {@status concentration}, up to 8 hours. If you cast the spell using an 8th level spell slot, the duration is {@status concentration}, up to 24 hours. If you cast the spell using a 9th level spell slot, the duration is 24 hours and doesn't require {@status concentration}." + ] + } + ], + "conditionInflict": [ + "invisible" + ], + "miscTags": [ + "ADV", + "OBJ", + "SCL" + ] + }, + { + "name": "Last Rites", + "source": "UltimateAdventurer", + "page": 249, + "level": 1, + "school": "V", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "powdered lead worth 10 gp or more, which the spell consumes", + "cost": 1000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + "subclass": { + "name": "Curse of Mummification", + "shortName": "Mummification", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You perform a rite to protect the sanctity of a deceased creature and usher its spirit into the next world. When you cast this spell, choose one of the following ceremonies, the target of which must be within 10 feet of you throughout the casting.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Cleanse Corpse", + "entries": [ + "You touch a diseased or {@condition poisoned} corpse and prevent it from transmitting disease or poison." + ] + }, + { + "type": "item", + "name": "Determine Cause", + "entries": [ + "You touch a corpse that died of unknown circumstances and learn the general nature of the death (starvation, poisoning, disease, etc.)." + ] + }, + { + "type": "item", + "name": "Peaceful Passing", + "entries": [ + "You touch a willing creature, who then dies painlessly and immediately. It cannot be returned to life unless it wishes to by any means short of a wish spell." + ] + }, + { + "type": "item", + "name": "Marked Grave", + "entries": [ + "You touch a corpse of unknown identity and learn the name of the creature, if it had one." + ] + }, + { + "type": "item", + "name": "Sanctify Body", + "entries": [ + "You touch a corpse during a funeral ceremony and prevent it from becoming undead by means short of a {@spell wish} spell for the next 7 days." + ] + } + ] + } + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Mage Barrier", + "source": "UltimateAdventurer", + "page": 249, + "level": 3, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you fail a saving throw against a spell" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Monk", + "source": "PHB" + }, + "subclass": { + "name": "Way of the Presence", + "shortName": "Presence", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "A shining barrier of magical force appears and protects you, reducing the harmful effects of certain spells cast on you. Until the start of your next turn, you have a +5 bonus to saving throws against spells, including against the triggering spell. For the duration, when you are subjected to a spell that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail." + ] + }, + { + "name": "Mage Ward", + "source": "UltimateAdventurer", + "page": 250, + "level": 0, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a protective ward around yourself that strikes out at those who attack you. The first time a creature hits you with an attack before the start of your next turn, it takes {@damage 1d10} force damage and the spell ends.", + "The spell's damage increases by {@dice 1d10} when you reach 5th level ({@dice 2d10}), 11th level ({@dice 3d10}), and 17th level ({@dice 4d10})." + ], + "scalingLevelDice": { + "label": "force damage", + "scaling": { + "1": "1d10", + "5": "2d10", + "11": "3d10", + "17": "4d10" + } + }, + "damageInflict": [ + "force" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Make Camp", + "source": "UltimateAdventurer", + "page": 250, + "level": 1, + "school": "A", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a {@filter tent|items|source=|type=|search=tent}" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "entries": [ + "When you cast this spell while setting up camp, the area within 20 feet of where you cast this spell gains the following benefits until the spell ends:", + { + "type": "list", + "items": [ + "Nonmagical weather and climate effects will not harm anyone within the area.", + "Beasts will not enter the area unless magically compelled to do so.", + "Creatures outside the area have disadvantage on ability checks to perceive or find the camp, unless you choose otherwise.", + "Creatures that complete a {@quickref resting|phb|2|0|long rest} in the area gain {@dice 1d6} {@quickref temporary hit points|PHB|3|0} at the end of the long rest." + ] + } + ], + "miscTags": [ + "THP" + ] + }, + { + "name": "Mass Awaken", + "source": "UltimateAdventurer", + "page": 250, + "level": 9, + "school": "T", + "time": [ + { + "number": 24, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "mile", + "amount": 1 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "any number of agate worth a total of at least 12,000 gp, which this spell consumes", + "cost": 1200000, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "After spending the casting time meditating on consciousness, choose any number of {@filter beasts and plants|bestiary|source=|type=beast;plant|Intelligence=[0;3]} within range. Chosen creatures must have either no Intelligence score or an Intelligence of 3 or less. Each creature gains an Intelligence of 12. The affected creatures also gain the ability to speak one language you know and proficiency in two skills of their choice. Any affected plants gain the ability to move their limbs, roots, vines, creepers, and so forth, and gain senses similar to a human's. Your DM chooses statistics appropriate for any plant awakened with this spell, such as the statistics for the {@creature awakened shrub} or the {@creature awakened tree}.", + "Each creature awakened by this spell is {@condition charmed} by you for 30 days or until you or your companions do anything harmful to it. When the {@condition charmed} condition ends, each awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed." + ], + "conditionInflict": [ + "charmed" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Mass Blur", + "source": "UltimateAdventurer", + "page": 250, + "level": 6, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "A haze of obscuring illusion magic swirls out from a point you can see within range. Choose up to six creatures you can see within a 30-foot-radius sphere centered on that point. For the duration, creatures have disadvantage on attack rolls against any of the targets.", + "An attacker is immune to this effect if it doesn't rely on sight, as with {@sense blindsight}, or can see through illusions, as with {@sense truesight}." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, for each slot level above 6th, the radius increases by 10 feet and you can choose one additional creature you can see within the radius." + ] + } + ], + "areaTags": [ + "MT", + "S" + ], + "miscTags": [ + "SGT", + "SCL" + ] + }, + { + "name": "Mass Command", + "source": "UltimateAdventurer", + "page": 250, + "level": 6, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a 30-foot-radius sphere of influence centered on a point you can see within range and speak a one-word command, affecting each creature of your choice within the sphere. A target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect on undead creatures, on creatures that don't understand your language, or if your command is directly harmful to it.", + "Some typical commands and their effects follow. You might issue a command other than the one described here. If you do so, the DM determines how the targets behave. If the target can't follow your command, the spell ends for it.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "item", + "name": "Approach", + "entries": [ + "The target moves toward you by the shortest and most direct route, ending its turn immediately after it finishes moving." + ] + }, + { + "type": "item", + "name": "Attack", + "entries": [ + "The creature takes the {@action Attack} action against the creature closest to it, using movement to get within range of the creature if necessary, then ends its turn." + ] + }, + { + "type": "item", + "name": "Drop", + "entries": [ + "The target drops whatever it is holding and then ends its turn." + ] + }, + { + "type": "item", + "name": "Flee", + "entries": [ + "The target spends its turn moving away from you by the fastest available means, ending its turn immediately after moving." + ] + }, + { + "type": "item", + "name": "Grovel", + "entries": [ + "The target falls {@condition prone} and then ends its turn." + ] + }, + { + "type": "item", + "name": "Halt", + "entries": [ + "The target doesn't move and takes no actions. Unless a flying creature can hover, it begins falling at the end of its turn." + ] + } + ] + } + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, the radius increases by 10 feet for each slot level above 6th." + ] + } + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "construct", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "MT", + "S" + ], + "miscTags": [ + "SCL", + "SGT" + ] + }, + { + "name": "Mass Invisibility", + "source": "UltimateAdventurer", + "page": 251, + "level": 8, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Choose any number of creatures you can see within range. Until the spell ends, each of those creatures becomes {@condition invisible} to every creature you didn't choose.", + "Anything a chosen creature is wearing or carrying is also {@condition invisible} to each creature that wasn't chosen, as long as it is on the person of a chosen creature." + ], + "conditionInflict": [ + "invisible" + ], + "areaTags": [ + "MT" + ], + "miscTags": [ + "SGT", + "OBJ" + ] + }, + { + "name": "Maximize/Minimize", + "source": "UltimateAdventurer", + "page": 251, + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "50 gp worth of powdered iron, which the spell consumes, and a magnifying glass", + "cost": 5000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You cause a creature or an object you can see within range to become gigantic or miniscule for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.", + "If the target is a creature, everything it is wearing and carrying changes sizes with it. Any item dropped by an affected creature returns to normal size at once.", + { + "type": "entries", + "name": "Maximize", + "entries": [ + "The target becomes Gargantuan. For each size category it increases, its size doubles in all dimensions and its weight multiplies by eight. If there isn't enough room for the target to become Gargantuan, the creature or object instead attains the maximum size possible in the space available. A creature or object occupying a space required for the creature's size to expand is shunted to the nearest unoccupied space. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws, and disadvantage on Dexterity ({@skill Stealth}) checks. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal an extra {@damage 3d8} damage. Additionally, for every two size categories the target increases, its walking speed increases by 5 feet." + ] + }, + { + "type": "entries", + "name": "Minimize", + "entries": [ + "The target becomes Tiny. For each size category it decreases, its size halves in all dimensions and its weight is divided by eight. Until the spell ends, the target has disadvantage on Strength checks and Strength saving throws, and advantage on Dexterity ({@skill Stealth}) checks. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal {@dice 3d8} less damage (this can't reduce the damage below 1). Additionally, for every two size categories the target decreases, its walking speed is reduced by 5 feet." + ] + }, + { + "type": "inset", + "name": "Size Categories", + "entries": [ + "Each size category is listed in order from smallest to largest:", + { + "type": "list", + "items": [ + "Tiny", + "Small", + "Medium", + "Large", + "Huge", + "Gargantuan" + ] + }, + "If you were to target a Tiny creature with the Maximize effect of {@b maximize/minimize} in a space that could accommodate a Gargantuan creature, for example, its size increases by five categories, so its dimensions would be multiplied by 32 and its weight would be multiplied by 32,768. Additionally, its speed would increase by 10 feet. The opposite would be true for a Gargantuan creature targeted with the Minimize effect of the spell." + ] + } + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "ADV", + "OBJ", + "SGT" + ] + }, + { + "name": "Mercurius's Curious Clone", + "source": "UltimateAdventurer", + "page": 251, + "level": 9, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "By gathering threads of shadow material from the Shadowfell, you create an illusory duplicate of yourself in an unoccupied space you can see within range. The duplicate is tangible; it occupies its space as if it were a creature and it counts as a creature for the purpose of effects that can target creatures. In combat, the duplicate shares your initiative count, and takes its turns in combat immediately after yours. You control it as you would yourself, though to have the duplicate use a reaction, you must use yours, as well. It looks exactly the same as you do at the moment of its creation, and it appears with a copy of each nonmagical piece of equipment on your person, though a piece of this equipment disappears if it is ever further than 5 feet from the duplicate.", + "The duplicate uses all of your statistics and traits, with the following changes:", + { + "type": "list", + "items": [ + "The duplicate's hit point maximum is half of yours.", + "The duplicate does not require air, food, water, or sleep, and is immune to the {@condition charmed}, {@condition exhaustion}, {@condition frightened}, {@condition petrified}, and {@condition unconscious} conditions.", + "The duplicate has a {@quickref Flying Movement|PHB|3|0|flying speed} of 30 feet, and its movement and actions make no noise unless you choose for them to do so, or a spell or ability requires it to speak or otherwise make noise.", + "You share your powers and abilities with the duplicate. If you have the duplicate cast a spell that requires a spell slot or have it use a feature or trait with a limited number of uses, it expends one of your spell slots or one of your uses of the feature or trait; it has no spell slots or uses of its own.", + "If the duplicate casts a spell or uses an ability that requires it to maintain {@status concentration}, you are responsible for maintaining concentration on the effect.", + "The duplicate can't regain hit points through conventional means. Spells, potions, and class features fail to heal it, though you can use your bonus action and expend a spell slot to cause it to regain {@dice 1d8} hit points per level of the expended spell slot. It also regains all of its hit points when you finish a {@quickref resting|phb|2|0|short or long rest}.", + "The duplicate can't attune to magic items, though it counts as being attuned to each magic item to which you are attuned." + ] + }, + "You can see through the duplicate's eyes, hear through its ears, and speak through its mouth (no action required by you) for any duration of time. While you use your duplicate's senses or speak through it, you are {@condition deafened|PHB|deaf} and {@condition blinded|PHB|blind} with regard to your own senses and are unable to speak from your own mouth.", + "A creature is able to determine that the duplicate is an illusion only through the use of magic, such as the {@spell detect magic} spell, or if it has {@sense truesight}. In either case, the creature sees the illusion as translucent, and can see that it is hollow beneath the layer of imagery and shadow material from which it is constructed.", + "If you or your duplicate casts this spell again while you already have a duplicate, the previous duplicate is destroyed. The duplicate is also destroyed if you are ever on a different plane than it, or if it drops to 0 hit points or would be instantly killed, such as through a {@spell disintegrate} or {@spell power word kill} spell. You can also have the duplicate destroy itself as an action on its turn. When the duplicate is destroyed, each piece of equipment it appeared with disappears." + ], + "miscTags": [ + "SGT", + "UBA" + ] + }, + { + "name": "Mesomorph", + "source": "UltimateAdventurer", + "page": 252, + "level": 8, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, when you make a Strength or Constitution check, you can replace the number you roll with a 15. Additionally, you count as one size larger for the purpose of {@action grapple|PHB|grappling} and {@action shove|PHB|shoving}, as well as determining the weight you can push, drag, or lift." + ] + }, + { + "name": "Mind Crush", + "source": "UltimateAdventurer", + "page": 252, + "level": 6, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You psychically reach into a creature's mind and attempt to crush its consciousness. The target must make an Intelligence saving throw. On a failed save, the target takes {@damage 5d10} psychic damage and becomes {@condition incapacitated} and unable to move or speak for the duration, though it is still aware of its surroundings. On a successful save, the target takes half as much damage and suffers none of the spell's other effects. At the end of each of the affected creature's turns, it can repeat the saving throw, ending the spell for itself on a success." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "incapacitated" + ], + "savingThrow": [ + "intelligence" + ], + "areaTags": [ + "ST", + "MT" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Misfortune's Mark", + "source": "UltimateAdventurer", + "page": 252, + "level": 0, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "m": { + "text": "a {@filter melee weapon|items|source=|type=melee weapon} worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + } + ] + }, + "entries": [ + "You brandish the weapon used in the spell's casting and make a melee weapon attack with it against one creature within 10 feet of you. On a hit, the target suffers the attack's normal effects, and you knot the threads of the target's fate with misfortune. When the creature makes an ability check, attack roll, or saving throw before the start of your next turn, you can use your reaction to roll {@dice 1d4} and subtract the result from the target's roll. You can choose to make this reaction after the creature makes the roll, but must do so before the DM declares whether the roll succeeds or fails.", + "This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra {@damage 1d8} force damage. The damage increases by {@damage 1d8} again at 11th level ({@damage 2d8}) and 17th level ({@damage 3d8})." + ], + "scalingLevelDice": { + "label": "force damage", + "scaling": { + "5": "1d8", + "11": "2d8", + "17": "3d8" + } + }, + "damageInflict": [ + "force" + ], + "miscTags": [ + "AAD", + "SCL" + ] + }, + { + "name": "Misplace Aggression", + "source": "UltimateAdventurer", + "page": 253, + "level": 3, + "school": "E", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you see a creature within 60 feet of you make an attack against you or one of your allies" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You attempt to change the target of the attacker's aggression. The attacker must succeed on a Wisdom saving throw or change the target of its attack to another creature or object of your choice within the weapon or spell's range. You can force a creature to attack itself this way, though the attacker has advantage on the saving throw if you do so.", + "If the creature failed the saving throw, it must make the maximum number of attacks available to it this turn, and each other attack the attacker makes this turn must target the creature or object you chose if able, otherwise the attacks fail.", + "A creature immune to being {@condition charmed} is unaffected by this spell." + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Mob Mentality", + "source": "UltimateAdventurer", + "page": 253, + "level": 7, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Each creature in a 30-foot-radius sphere centered on a point you can see within range must make a Wisdom saving throw or become {@condition charmed} by you for the duration. While the target is charmed in this way, madness glows in its eyes.", + "Choose a creature you can see within range that isn't charmed by you. During each {@condition charmed} creature's turn, it uses its speed to move closer to the chosen target if able, and then uses its action to make a melee attack against the chosen target if it's within range.", + "If the chosen target isn't within range, the {@condition charmed} creature instead takes the {@action Dash} action to get as close to the chosen target as possible.", + "If the chosen target is dead, the {@condition charmed} creature can act normally on its turn.", + "On your subsequent turns, you must use your action to maintain control over the {@condition charmed} creatures or the spell ends. As part of this same action, you can choose a new creature you can see within range that isn't {@condition charmed} by you as your chosen target.", + "Each {@condition charmed} creature can make a Wisdom saving throw at the end of each of its turns. On a success, it ends the spell's effects on itself." + ], + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "MT", + "S" + ], + "miscTags": [ + "ADV", + "SGT" + ] + }, + { + "name": "Monster Bond", + "source": "UltimateAdventurer", + "page": 253, + "level": 7, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a scale, tuft of fur, claw, tooth, or other piece of the target's body gifted to you by the target" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "You establish a powerful link with one willing creature you touch that is friendly to you or {@condition charmed} by you. The creature can be any type except humanoid. Until the spell ends, the link is active while you and the target are on the same plane of existence. Through the link, you and the target gain the following benefits:", + { + "type": "list", + "items": [ + "You and the target always know your exact distance from and direction of the other.", + "When you or the target cast a spell targeting only itself, the spell can also affect the other, given that the other is willing.", + "You and the target gain advantage on attack rolls against any creature within 5 feet of the other that the attacker can see.", + "You and the target can communicate telepathically, perfectly understanding each other's telepathic messages regardless of whether you share a language or the target speaks one." + ] + }, + "Before the spell ends, you can cast this spell again to maintain the link for another 24 hours, given that the target is still willing to be bonded with you. Doing so doesn't require you to be within Touch range, though you must be on the same plane of existence as the target. This use of the spell reaffirms your link with the previous target, rather than establishing a link to a different target.", + "The link ends early if you cast this spell targeting a different creature, if either you or the target dies, or if either you or the target uses an action to break the link." + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "construct", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "monstrosity", + "ooze", + "plant", + "undead" + ] + }, + { + "name": "Nocturnal Transformation", + "source": "UltimateAdventurer", + "page": 254, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "seeds of a flower that blooms only at night" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "When you touch a willing creature and cast this spell, that creature gains {@sense darkvision} out to a range of 120 feet.", + "Additionally, that creature has disadvantage on attack rolls and on Wisdom ({@skill Perception}) checks that rely on sight when it, the target of its attack, or whatever it is trying to perceive is in direct sunlight. These effects end when the spell ends." + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Oath-Sealing Covenant", + "source": "UltimateAdventurer", + "page": 254, + "level": 1, + "school": "D", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "two {@filter rings|items|source=|type=ring}" + }, + "duration": [ + { + "type": "special" + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Infernal Domain", + "shortName": "Infernal", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "When two creatures make a promise to one another, you seal it with magic and a prayer. If either creature breaks the promise they made, the other immediately knows the promise has been broken and this spell ends.", + "If this spell ends as the result of another spell, both creatures become aware of that fact." + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Orb of Chaos", + "source": "UltimateAdventurer", + "page": 254, + "level": 9, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You draw on the forces of chaos and entropy, condensing them into a small orb, and then launching the orb at a point you can see within range. When it is deployed, the orb emits a burst of its energies in a 30-foot radius sphere around it. Each creature within the sphere must make a saving throw, the type of which is determined by rolling a {@dice d6}.", + { + "type": "table", + "caption": "Orb of Chaos Saving Throw", + "colLabels": [ + "d6", + "Saving Throw" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Strength" + ], + [ + "2", + "Dexterity" + ], + [ + "3", + "Constitution" + ], + [ + "4", + "Intelligence" + ], + [ + "5", + "Wisdom" + ], + [ + "6", + "Charisma" + ] + ] + }, + "A creature takes {@damage 10d8} damage on a failed save, or half as much on a successful one. An object that isn't being worn or carried in the area takes the full damage. A creature also becomes subject to an additional effect on a failed save. The spell's damage type and additional effect are determined by which number appears most on the damage dice after the roll; if two or more numbers are tied, you choose the damage type and the additional effect from among the tied numbers' possibilities. For example, If you roll five 1s and five 8s for the spell's damage roll, you can choose for the spell to deal either acid or thunder damage, and for every creature who failed its saving throw to be either {@condition stunned} or {@condition deafened} until the start of your next turn.", + { + "type": "table", + "caption": "Orb of Chaos Damage Type", + "colLabels": [ + "Number", + "Damage Type", + "Additional Effect" + ], + "colStyles": [ + "col-1 text-center", + "col-2 text center", + "col-9 text-left" + ], + "rows": [ + [ + "1", + "Acid", + "A creature that fails its saving throw is {@condition stunned} until the start of your next turn." + ], + [ + "2", + "Cold", + "A creature that fails its saving throw is {@condition restrained} until the start of your next turn." + ], + [ + "3", + "Fire", + "A creature that fails its saving throw is {@condition frightened} until the start of your next turn." + ], + [ + "4", + "Force", + "A creature that fails its saving throw takes an additional {@damage 1d8} force damage and is knocked {@condition prone}." + ], + [ + "5", + "Lightning", + "A creature that fails its saving throw is {@condition blinded} until the start of your next turn." + ], + [ + "6", + "Poison", + "A creature that fails its saving throw is {@condition poisoned} until the start of your next turn." + ], + [ + "7", + "Psychic", + "A creature that fails its saving throw is {@condition charmed} until the start of your next turn." + ], + [ + "8", + "Thunder", + "A creature that fails its saving throw is {@condition deafened} until the start of your next turn." + ] + ] + }, + "At the start of each of your turns, you can move the orb up to 60 feet. Whether you move it or not, the orb releases a new burst in a 30-foot-radius sphere around it, randomly determining a new saving throw type, damage type, and additional effect using the tables above.", + "If you lose {@status concentration} on the spell, it doesn't end. Instead, you lose control of the orb and it lasts for its remaining duration. At the start of each of your turns after you lose control of the orb, it may or may not move, determined by rolling on the table below. If the orb moves, roll a {@dice d12}. It moves a number of feet in that direction equal to 5 times the number rolled, stopping if it encounters a solid object, such as the ground or a wall. It then releases a new burst in a 30-foot-radius sphere around it, randomly determining a new saving throw type, damage type, and additional effect using the tables above.", + { + "type": "table", + "caption": "Orb of Chaos Direction", + "colLabels": [ + "d8", + "Movement Direction" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "No movement" + ], + [ + "2", + "Up" + ], + [ + "3", + "Down" + ], + [ + "4", + "North" + ], + [ + "5", + "South" + ], + [ + "6", + "East" + ], + [ + "7", + "West" + ], + [ + "8", + "Diagonal; roll twice more on this table, rerolling any 1s or 8s, or any opposite directions, such as if you roll Up and Down. The orb moves on the diagonal of the two directions rolled." + ] + ] + } + ], + "savingThrow": [ + "strength", + "constitution", + "dexterity", + "intelligence", + "wisdom", + "charisma" + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "poison", + "psychic", + "thunder" + ], + "conditionInflict": [ + "stunned", + "restrained", + "frightened", + "prone", + "blinded", + "poisoned", + "charmed", + "deafened" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "OBJ", + "RO", + "SGT" + ] + }, + { + "name": "Oscillating Chronology", + "source": "UltimateAdventurer", + "page": 255, + "level": 1, + "school": "T", + "time": [ + { + "number": 1, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "sand from an hourglass" + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Time Domain", + "shortName": "Time", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You touch a nonmagical object that weighs no more than 5 pounds that is neither worn nor carried and cause it to either age forward or backward 5 years. Any natural deterioration that time would cause the object to suffer is either caused or reverted. For example, a rusted iron sword could return to an untarnished state, or a wooden chest could be aged until it is rotting and easily broken.", + "If the number of years would cause the object to become unmade for any reason, the object instead ages forward or backward as far as it can while still remaining an intact object." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, both the number of years the object can be aged and the maximum weight of the object increase by 5 for each slot level above 1st." + ] + } + ], + "miscTags": [ + "OBJ", + "SCL" + ] + }, + { + "name": "Part and Parcel", + "source": "UltimateAdventurer", + "page": 256, + "level": 3, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "wax and a seal" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Commerce Domain", + "shortName": "Commerce", + "source": "UltimateAdventurer" + } + }, + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oath of the Planes", + "shortName": "Planes", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You touch a nonmagical object that weighs up to 10 pounds and magically transport it to a creature with which you are familiar. The creature realizes you are the sender if it knows you and has the opportunity to reject the object before it arrives. If an object is rejected, you immediately become aware of that fact and it remains where it was when you cast this spell.", + "You can send the object across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 10 percent chance that the object appears in a random location somewhere else in the multiverse instead." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the maximum weight of the object increases by 10 pounds for each slot level above 3rd. When you use a spell slot of 6th level or higher, the object can be magical and the maximum weight of the object equals 10 × the slot level." + ] + } + ], + "miscTags": [ + "OBJ", + "SCL", + "TP" + ] + }, + { + "name": "Pitifulness", + "source": "UltimateAdventurer", + "page": 256, + "level": 0, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You weave an aura about yourself that evokes pity and sympathy from others. Whenever a creature that you can see and that can see you makes an attack roll against you, you can use your reaction to impose disadvantage on the attack roll. A creature immune to being {@condition charmed} ignores this spell's effects." + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Pleonexia's Panoply of Personas", + "source": "UltimateAdventurer", + "page": 256, + "level": 3, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "make up, scented oils, and costumes worth at least 25 gp, which the spell consumes", + "cost": 2500, + "consume": true + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "When you cast this spell, you create a magical disguise known as a persona. To create a persona, give it a name, describe its physical appearance and characteristics (it can be of any race the same size as you are or one size smaller or larger), and detail its outfit. You also choose one skill and one language.", + "You adopt this persona immediately when you cast this spell. While you have adopted a persona, you physically transform into the creature you described. In addition to retaining your normal proficiencies and languages, you have proficiency with the chosen skill, and can read, write, and speak the chosen language. You can use an action to end this transformation, returning to your typical appearance and losing the bonus skill proficiency and additional language.", + "Each time you end the transformation, you can choose to place the used persona in a mystic repertoire called your archive. You can have a number of personas in your archive up to your spellcasting ability modifier. If you wish to add a persona to your archive and already have the maximum number, choose and replace one persona you already have with the new one. When you cast this spell, you can choose to forgo providing the material components to adopt a persona in your archive instead of creating a new one." + ] + }, + { + "name": "Power Chord", + "source": "UltimateAdventurer", + "page": 257, + "level": 1, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "a musical instrument worth at least 1 gp", + "cost": 100 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "entries": [ + "As part of casting this spell, you play a chord on the musical instrument used as the material component. The chord rattles your enemies and emboldens your allies. Choose a number of creatures up to your spellcasting ability modifier within range. Chosen creatures gain {@dice 1d6} {@quickref temporary hit points|PHB|3|0}. All other creatures within range must succeed on a Constitution saving throw or take {@damage 1d6} thunder damage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points gained and thunder damage dealt by this spell increase by {@scaledamage 1d6|1-9|1d6} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "MT" + ], + "miscTags": [ + "SCL", + "THP" + ] + }, + { + "name": "Prayer of Aid", + "source": "UltimateAdventurer", + "page": 257, + "level": 7, + "school": "D", + "time": [ + { + "number": 10, + "unit": "minute" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "You entreat your deity for aid, opening yourself as a conduit for its divine power. Immediately after you finish the prayer, you cast any {@filter cleric spell of your choice of 6th level or lower|spells|source=|level=0;1;2;3;4;5;6|class=cleric|components & miscellaneous==} without expending an additional spell slot. If you have a {@classFeature Divine Domain|Cleric|PHB|1}, you can choose the spell from among your domain spells, instead of the cleric spell list. You ignore the spell's casting time, casting it as though you spent a 7th-level spell slot if it is a spell of 1st level or higher." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 8th level or higher, its casting time decreases to 1 minute for an 8th-level spell slot, and to 1 action for a 9th-level spell slot." + ] + } + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Prediction", + "source": "UltimateAdventurer", + "page": 257, + "level": 0, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Artificer", + "source": "TCE" + }, + "subclass": { + "name": "Cognician", + "shortName": "Cognician", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You look into the near future and choose a creature within range. Once before the start of your next turn when a creature who can hear you makes an attack against the chosen creature, you can grant the attack roll a bonus equal to your spellcasting ability modifier.", + "If the attack hits, it deals an additional {@damage 1d4} damage.", + "The spell's additional damage increases by {@damage 1d4} when you reach 5th level ({@damage 2d4}), 11th level ({@damage 3d4}), and 17th level ({@damage 4d4})." + ], + "scalingLevelDice": { + "label": "extra damage", + "scaling": { + "1": "1d4", + "5": "2d4", + "11": "3d4", + "17": "4d4" + } + }, + "areaTags": [ + "ST" + ], + "miscTags": [ + "AAD", + "SCL" + ] + }, + { + "name": "Premonition", + "source": "UltimateAdventurer", + "page": 257, + "level": 3, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "bone dice with runes carved into them" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Prophecy Domain", + "shortName": "Prophecy", + "source": "UltimateAdventurer" + } + }, + { + "class": { + "name": "Monk", + "source": "PHB" + }, + "subclass": { + "name": "Way of Presence", + "shortName": "Presence", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You cause a creature you touch to experience a vague vision of a future in which it experiences grievous injury, preparing them to avoid it. Once during the spell's duration when the target would take damage, it can choose not to take that damage instead. The spell then ends for the creature.", + "The spell ends early if you cast it again." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast the spell using a spell slot of 5th level or higher, you can target an additional creature within range for every two slot levels above 3rd. When you cast the spell using a spell slot of 6th through 8th level, the spell's duration increases to 24 hours. When you cast it using a 9th level spell slot, the spell's duration increases to 1 week." + ] + } + ], + "areaTags": [ + "ST", + "MT" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Primordial Weapon", + "source": "UltimateAdventurer", + "page": 258, + "level": 5, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Druid", + "source": "PHB" + }, + "subclass": { + "name": "Spirit Guardian", + "shortName": "Spirit Guardian", + "source": "UltimateAdventurer" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Spirit Guardian", + "shortName": "Spirit Guardian", + "source": "UltimateAdventurer" + } + }, + { + "class": { + "name": "Wizard", + "source": "PHB" + }, + "subclass": { + "name": "Sigilsmithing", + "shortName": "Sigilsmithing", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You imbue a weapon you touch with power from one of the Elemental Planes of your choice: Air, Earth, Fire, or Water. The weapon gains additional effects depending on your choice for the duration. In addition, if the weapon isn't already a magic weapon, it becomes one for the duration.", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "entries", + "name": "Air", + "entries": [ + "The weapon and the creature wielding it are imbued with the power of wind and storms. Weapon attacks made with the weapon deal an extra {@damage 1d8} lightning damage on a hit. A creature holding the weapon has its speed increased by 20 feet, doesn't provoke {@action opportunity attack|PHB|opportunity attacks} with its movement, and can use a bonus action on each of its turns to make an attack with the weapon." + ] + }, + { + "type": "entries", + "name": "Earth", + "entries": [ + "The weapon and the creature wielding it are imbued with the steadfastness and permanence of stone. Weapon attacks made with the weapon deal an extra {@damage 2d8} bludgeoning damage on a hit. A creature holding the weapon ignores the effects of nonmagical {@quickref difficult terrain|PHB|4}, and has advantage on Strength checks and on any saving throw it makes against being knocked {@condition prone} or moved against its will." + ] + }, + { + "type": "entries", + "name": "Fire", + "entries": [ + "The weapon and the creature wielding it are imbued with the power of all-consuming flame. Weapon attacks made with the weapon deal an extra {@damage 1d8} fire damage on a hit. The first time each turn that a target is hit with an attack using the weapon, a fiery explosion bursts from the point of impact. Each creature other than one holding the weapon within 10 feet of the target must make a Dexterity saving throw, taking {@damage 2d8} fire damage on a failed save or half as much on a successful one. The explosion ignites each flammable object in the area that isn't being worn or carried. A creature holding the weapon has resistance against cold damage and fire damage." + ] + }, + { + "type": "entries", + "name": "Water", + "entries": [ + "The weapon and the creature wielding it are imbued with the strength and ruthlessness of the sea. Weapon attacks made with the weapon deal an extra {@damage 2d8} bludgeoning damage on a hit. The first time each turn that a target is hit with an attack using the weapon, it must succeed on a Strength saving throw or be pushed 10 feet straight away from the attacker and be knocked {@condition prone}. A creature holding the weapon can breathe in both air and water, gains a swimming speed of 40 feet, and ignores any disadvantage on attacks it would suffer for using the weapon in water or for attacking a target under water." + ] + } + ] + } + ], + "damageResist": [ + "cold", + "fire" + ], + "damageInflict": [ + "bludgeoning", + "fire", + "lightning" + ], + "savingThrow": [ + "dexterity", + "strength" + ], + "conditionInflict": [ + "prone" + ], + "areaTags": [ + "ST", + "S" + ], + "miscTags": [ + "ADV", + "FMV", + "OBJ", + "UBA" + ] + }, + { + "name": "Prismatic Bolt", + "source": "UltimateAdventurer", + "page": 258, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You unleash a bolt of raw magical energy at a creature you choose within range. You choose acid, cold, fire, lightning, or poison for the type of bolt you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes {@damage 1d4} damage of the type you chose.", + "The spell's damage increases by {@dice 1d4} when you reach 5th level ({@dice 2d4}), 11th level ({@dice 3d4}), and 17th level ({@dice 4d4}).", + "Additionally, more damage types are added to your type list when you reach certain levels: necrotic and radiant at 5th level, psychic and thunder at 11th level, and force at 17th level." + ], + "scalingLevelDice": { + "label": "damage", + "scaling": { + "1": "1d4", + "5": "2d4", + "11": "3d4", + "17": "4d4" + } + }, + "spellAttack": [ + "R" + ], + "damageInflict": [ + "acid", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "poison", + "psychic", + "radiant", + "thunder" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Project Fear", + "source": "UltimateAdventurer", + "page": 258, + "level": 0, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You tap into the nightmares of a creature you can see within range and create an illusory manifestation of one of its fears in your space until the start of your next turn. The illusion is visible only to the target and stays with you as you move. The target must succeed on a Wisdom saving throw or take {@damage 1d4} psychic damage and become unable to willingly move closer to you until the start of your next turn. A creature immune to being {@condition frightened} automatically succeeds on its saving throw against the spell.", + "The spell's damage increases by {@dice 1d4} when you reach 5th level ({@dice 2d4}), 11th level ({@dice 3d4}), and 17th level ({@dice 4d4})." + ], + "scalingLevelDice": { + "label": "psychic damage", + "scaling": { + "1": "1d4", + "5": "2d4", + "11": "3d4", + "17": "4d4" + } + }, + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "SCL", + "SGT" + ] + }, + { + "name": "Prophesied Strike", + "source": "UltimateAdventurer", + "page": 258, + "level": 7, + "school": "D", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch a creature and imbue it with the forces of destiny. The next time the creature makes a weapon or spell attack during this spell's duration, the attack automatically hits without the creature needing to make an attack roll, and the attack scores a critical hit." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you use a spell slot of 8th level or higher, for each slot level higher than 7th, the creature rolls an additional {@scaledamage 2d12|8-9|2d12} when determining the extra damage for the critical hit." + ] + } + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Quarry's Mark", + "source": "UltimateAdventurer", + "page": 259, + "level": 4, + "school": "D", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 90 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oath of Unity", + "shortName": "Unity", + "source": "UltimateAdventurer" + } + }, + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Bounty Hunter", + "shortName": "Bounty Hunter", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You choose a creature you can see within range and mark it as prey to be hunted. Until the spell ends, any weapon attack that hits the target deals an extra {@damage 1d6} damage to it, and any Wisdom check made to find it has advantage." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, if the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature you can see within range." + ] + } + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "AAD", + "ADV", + "SCL", + "SGT", + "UBA" + ] + }, + { + "name": "Reaping Smite", + "source": "UltimateAdventurer", + "page": 259, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Paladin", + "source": "PHB" + }, + "subclass": { + "name": "Oath of Ancestors", + "shortName": "Ancestors", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon digs deep into the enemy and a sense of impending doom washes over them. The attack deals an extra {@damage 3d12} necrotic damage to the target. Additionally, if this damage reduces the target to 0 hit points, it cannot be restored to life or raised as undead by any means other than the {@spell wish} spell." + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Righteous Reproach", + "source": "UltimateAdventurer", + "page": 260, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "v": true, + "s": true, + "m": "a holy symbol" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "You present your holy symbol, summoning divine power, and make a melee spell attack against a creature within 5 feet of you. If the target is an undead or fiend, the attack roll scores a critical hit on a roll of 19 or 20 on the {@dice d20}. On a hit, the target takes {@damage 1d8} radiant damage, and the creature has disadvantage on the first attack roll it makes against you before the start of your next turn.", + "The spell's damage increases by {@dice 1d8} when you reach 5th level ({@dice 2d8}), 11th level ({@dice 3d8}), and 17th level ({@dice 4d8}). Once you reach 17th level, if the target is an undead or fiend, the attack roll scores a critical on a roll of 18-20 on the {@dice d20}." + ], + "scalingLevelDice": { + "label": "radiant damage", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + }, + "damageInflict": [ + "radiant" + ], + "spellAttack": [ + "M" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Rime Strike", + "source": "UltimateAdventurer", + "page": 260, + "level": 0, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "m": { + "text": "a {@filter ranged weapon|items|source=|type=ranged weapon} worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB" + } + ] + }, + "entries": [ + "You brandish the weapon used in the spell's casting and make a ranged weapon attack with it against one creature within 60 feet of you. On a hit, the target suffers the attack's normal effects, and the air around it turns frigid, halving its movement speed until the end of its turn.", + "At 5th level, the ranged attack deals an extra {@damage 1d4} cold damage. The cold damage increases by {@damage 1d4} at 11th level ({@damage 2d4}) and 17th level ({@damage 3d4})." + ], + "scalingLevelDice": { + "label": "cold damage", + "scaling": { + "5": "1d4", + "11": "2d4", + "17": "3d4" + } + }, + "damageInflict": [ + "cold" + ], + "miscTags": [ + "AAD", + "SCL" + ] + }, + { + "name": "Root Snare", + "source": "UltimateAdventurer", + "page": 260, + "level": 0, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "round", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "Grasping roots sprout in each unoccupied space on the ground surrounding a target within range. Until the start of your next turn, if a creature other than you willingly moves into one of the spaces, the creature must succeed on a Dexterity saving throw or take {@damage 1d4} piercing damage and have its speed reduced to 0 until the start of its next turn.", + "The spell's damage increases by {@dice 1d4} when you reach 5th level ({@damage 2d4}), 11th level ({@damage 3d4}), and 17th level ({@damage 4d4})." + ], + "scalingLevelDice": { + "label": "piercing damage", + "scaling": { + "1": "1d4", + "5": "2d4", + "11": "3d4", + "17": "4d4" + } + }, + "damageInflict": [ + "piercing" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Scourge's Mantle", + "source": "UltimateAdventurer", + "page": 260, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + } + ] + }, + "entries": [ + "Curse magicks cascade off you to create a malignant aura with a 30-foot radius, weakening your enemies within it. Until the spell ends, the aura moves with you, centered on you. Whenever a creature hostile to you within the aura deals damage, it must roll a {@dice d4} and subtract the number rolled from the amount of damage it dealt." + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Seal Fate", + "source": "UltimateAdventurer", + "page": 260, + "level": 9, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a thread of spun gold and a set of shears" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You attempt to seize control of the destiny of a creature you can see within range. The target must succeed on a Wisdom saving throw or become subject to the spell's effects. A target can choose to fail this saving throw without rolling.", + "Whenever the target makes an ability check, attack roll, or saving throw other than a saving throw against this spell for the duration, you can choose whether the roll succeeds or fails, instead of allowing the creature to roll. At the end of each of the target's turns, it can make a Wisdom saving throw. After the target succeeds on three saving throws against this spell, the spell ends. The successes do not need to be sequential.", + "When the creature makes an ability check, attack roll, or saving throw other than a saving throw against this spell, you can choose to treat the roll as being a 1 or 20 on the {@dice d20}. When you do, the target is immediately granted one successful saving throw against this spell." + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SGT" + ] + }, + { + "name": "Sensory Deprivation", + "source": "UltimateAdventurer", + "page": 260, + "level": 7, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "Choose one creature you can see within range to make a Constitution saving throw. If it fails, it is {@condition blinded}, {@condition deafened}, and loses its senses of smell, taste, and touch. While deprived of its senses this way, it automatically fails any Wisdom ({@skill Perception}) check or any other ability check it makes that relies on using its senses.", + "At the end of each of its turns, the target can make a Constitution saving throw. On a success, it regains one sense of its choice or ends the {@condition blinded} or {@condition deafened} condition on itself. Once it regains one of its senses, it no longer automatically fails ability checks that rely on that sense. Once it regains each of its senses and ends each of the conditions caused by this spell, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "If you cast this spell at 9th level, the target has disadvantage on each Constitution saving throw it makes against this spell." + ] + } + ], + "conditionInflict": [ + "blinded", + "deafened" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SGT", + "SCL" + ] + }, + { + "name": "Shadow Armory", + "source": "UltimateAdventurer", + "page": 261, + "level": 9, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You weave threads of shadow around any number of willing creatures you can see within range. All other creatures within range must succeed on a Wisdom saving throw or become {@condition frightened} for the duration of this spell. If a frightened creature ends its turn in a location in which it can't see any of the chosen creatures, it can repeat the saving throw, ending the condition for itself on a success.", + "Around each of the spell's targets appears a suit of shadow armor, which the target wears over any clothing or armor it's wearing. It counts as a suit of heavy armor with which the target is proficient, though it doesn't have a Strength requirement or impose disadvantage on the target's Dexterity ({@skill Stealth}) checks.", + "While a target wears the armor, its AC is 20 unless it was already higher, and while the wearer is in {@quickref Vision and Light|PHB|2||dim light} and {@quickref Vision and Light|PHB|2||darkness}, it makes Dexterity ({@skill Stealth}) checks with advantage.", + "Additionally, when you cast the spell, each target can choose to gain one of the following pieces of shadow equipment in one of its open hands (if it has one):", + { + "type": "list", + "style": "list-hang-notitle", + "items": [ + { + "type": "entries", + "name": "Blade", + "entries": [ + "The equipment counts as a simple melee weapon with which the target is proficient. It deals {@damage 4d8} psychic damage on a hit and has the finesse, light, and thrown (range 20/60) properties. In addition, when the wielder uses the sword to attack a target that is in {@quickref Vision and Light|PHB|2||dim light} and {@quickref Vision and Light|PHB|2||darkness}, it makes the attack roll with advantage. If the sword is dropped or thrown, it dissipates at the end of the turn. Thereafter, while the spell persists, the creature who received the sword can use a bonus action to cause the sword to reappear in its hand." + ] + }, + { + "type": "entries", + "name": "Bow", + "entries": [ + "The equipment counts as a simple ranged weapon with which the target is proficient. It deals {@damage 4d8} psychic damage on a hit and has the two-handed and ammunition (range 80/320) properties. When the target makes an attack with it, instead of needing to supply an arrow, an arrow is woven together from threads of shadow, which is then fired and dissipates immediately following the attack. In addition, when the wielder uses the bow to attack a target that is in {@quickref Vision and Light|PHB|2||dim light} and {@quickref Vision and Light|PHB|2||darkness}, the attack doesn't reveal the wielder's position to the target if the wielder is hidden from it. If the bow is dropped, it dissipates at the end of the turn. Thereafter, while the spell persists, the creature who received the bow can use an action to cause the bow to reappear in its hand." + ] + } + ] + } + ], + "damageInflict": [ + "psychic" + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "MT" + ], + "miscTags": [ + "MAC", + "SGT", + "UBA" + ] + }, + { + "name": "Shadow Bow", + "source": "UltimateAdventurer", + "page": 261, + "level": 3, + "school": "I", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You weave together threads of shadow to create a bow of solidified gloom in your hand. This magic bow lasts until the spell ends. It counts as a simple ranged weapon with which you are proficient. It deals {@damage 2d8} psychic damage on a hit and has the two-handed and ammunition (range 80/320) properties. When you make an attack with it, instead of needing to supply an arrow, you weave together threads of shadow into an arrow, which is then fired and dissipates immediately following the attack. In addition, when you use the bow to attack a target that is in {@quickref Vision and Light|PHB|2||dim light} and {@quickref Vision and Light|PHB|2||darkness}, the attack doesn't reveal your position to the target if you're hidden from it.", + "If you drop the bow, it dissipates at the end of your turn. Thereafter, while the spell persists, you can use an action to cause the bow to reappear in your hand." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a 4th- or 5th-level spell slot, the damage increases to {@dice 3d8}. When you cast it using a spell slot of 6th- or 7th-level, the damage increases to {@dice 4d8}. When you cast it using a spell slot of 8th level or higher, the damage increases to {@dice 5d8}." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Shadow Knife", + "source": "UltimateAdventurer", + "page": 261, + "level": 0, + "school": "I", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "permanent", + "ends": [ + "dispel" + ], + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You weave together threads of shadow to create a knife of solidified gloom in your hand. This magic knife lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals {@damage 1d4} psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60).", + "If you drop the knife, it dissipates and the spell immediately ends. If you throw the knife, it dissipates and the spell ends immediately following the attack.", + "The knife's damage die changes when you reach certain levels: to {@dice 1d6} at 5th level, and to {@dice 1d8} at 11th level. When you reach 17th level, the spell lasts until dispelled without requiring {@status concentration}." + ], + "scalingLevelDice": { + "label": "psychic damage", + "scaling": { + "1": "1d4", + "5": "1d6", + "11": "1d8" + } + }, + "damageInflict": [ + "psychic" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Shadowmail", + "source": "UltimateAdventurer", + "page": 262, + "level": 6, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You weave together threads of shadow to create a suit of armor made of solidified gloom around yourself, wearing it above any other clothing or armor you're wearing. This magic armor lasts until the spell ends.", + "It counts as a suit of heavy armor with which you are proficient, though it doesn't have a Strength requirement or impose disadvantage on your Dexterity ({@skill Stealth}) checks. While you wear the armor, your AC is 19 unless it was already higher, and while you're in dim light or darkness, you make Dexterity ({@skill Stealth}) checks with advantage.", + "As a bonus action on your turn while you wear the armor, you can have the armor create a burst of terror in a 20-foot radius sphere around you. Each of your enemies within the sphere must succeed on a Wisdom saving throw or become {@condition frightened} of you until the start of your next turn. If a creature succeeded on a Wisdom saving throw against this spell within the last 24 hours, it has advantage on the saving throw." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 7th level or higher, for each slot level above 6th, the AC granted by the armor increases by 2 and the radius of its burst of terror increases by 10 feet." + ] + } + ], + "conditionInflict": [ + "frightened" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "ADV", + "MAC", + "SCL", + "UBA" + ] + }, + { + "name": "Shoulder Cannon", + "source": "UltimateAdventurer", + "page": 262, + "level": 5, + "school": "C", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": { + "text": "scrap metal and wiring worth at least 100 gp, which the spell consumes", + "cost": 10000, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + } + ] + }, + "entries": [ + "You configure the scrap metal and wiring used as the material components to create a shoulder-mounted cannon and then deploy it onto a willing creature you can see within range. Until the spell ends, the target can use a bonus action to cause the cannon to fire an orb of arcane force that detonates in a 10-foot radius sphere centered on a point the target can see within 60 feet of it. Each creature and object in the area must make a Dexterity saving throw, taking {@damage 4d10} force damage on a failed save, or half as much on a successful one.", + "When the spell ends, the cannon falls apart into the material components used to create it, and you can reclaim those material components as an action on your turn while you're within 5 feet of them." + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "dexterity" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "SGT", + "UBA" + ] + }, + { + "name": "Skull Servant", + "source": "UltimateAdventurer", + "page": 263, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "hour" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an undamaged skull of a Medium or smaller creature, a Tiny pile of undamaged bones, and two eyeball-sized emeralds worth at least 10 gp apiece that are inserted into the skull's eye sockets", + "cost": 1000 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + "subclass": { + "name": "Curse of Animation", + "shortName": "Animation", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "The spell imbues the skull and bone pile used as the material components with a facsimile of life, causing them to form into a creature that uses the {@creature Skull Servant|UltimateAdventurer} stat block. You determine the servant's appearance and whether it has two legs or four; your choice has no effect on its game statistics. The servant loses its spark of life and collapses back into a pile of bones when it is reduced to 0 hit points or you cast this spell again.", + "The skull servant is an ally to you and your companions. In combat, the servant shares your initiative count, but takes its turns immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the {@action Dodge} action and uses its movement to avoid danger." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, use the higher level wherever the spell's level appears in the stat block." + ] + } + ], + "miscTags": [ + "SCL", + "SMN" + ] + }, + { + "name": "Sleight of Strike", + "source": "UltimateAdventurer", + "page": 265, + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "The next time you make an attack, you launch an intangible, illusory version immediately beforehand to obscure your actual strike. If the target doesn't have {@sense blindsight} or {@sense truesight}, you gain advantage on the attack roll. Even if the attack doesn't gain advantage, it deals an extra {@damage 1d10} psychic damage on a hit. Whether you hit or miss, the spell ends." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by {@scaledamage 1d10|1-9|1d10} for each slot level above 1st." + ] + } + ], + "damageInflict": [ + "psychic" + ], + "miscTags": [ + "AAD", + "ADV", + "SCL" + ] + }, + { + "name": "Silent Steps", + "source": "UltimateAdventurer", + "page": 265, + "level": 0, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You touch one willing creature. For the duration, the target's movements make no noise, and if the target is wearing armor that imposes disadvantage on Dexterity ({@skill Stealth}) checks, it ignores that source of disadvantage. The spell ends early if the target attacks, casts a spell with a verbal component, makes a damage roll, or forces someone to make a saving throw." + ] + }, + { + "name": "Sorrow Infusion", + "source": "UltimateAdventurer", + "page": 265, + "level": 2, + "school": "E", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + } + ] + }, + "entries": [ + "You infuse your next attack with a curse that creates a deep sorrow in its victim. The next time you hit a creature with an attack during this spell's duration, your attack deals an extra {@damage 2d6} psychic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target's speed is halved, it suffers a -2 penalty to its AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or bonus action, not both. At the end of each of its turns, the target can repeat the Wisdom saving throw, ending the spell on a successful save. A creature immune to being {@condition charmed} automatically succeeds on its saving throw against this spell.", + "A {@spell remove curse} spell ends this effect." + ], + "damageInflict": [ + "psychic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "AAD", + "MAC" + ] + }, + { + "name": "Speak True", + "source": "UltimateAdventurer", + "page": 265, + "level": 0, + "school": "D", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "When you cast this spell, your honest intentions become clearer to those around you. When a creature makes a Wisdom ({@skill Insight}) ability check to determine whether or not you are telling the truth for the duration, it adds a bonus equal to your spellcasting ability modifier to its roll." + ] + }, + { + "name": "Spell-Shattering Strike", + "source": "UltimateAdventurer", + "page": 265, + "level": 0, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "m": { + "text": "a melee weapon worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You brandish the weapon used in the spell's casting and make a melee weapon attack with it against one creature within 10 feet of you. On a hit, the target suffers the attack's normal effects, and if the target is {@status concentration||concentrating} on a spell, the attack deals an additional {@damage 1d8} force damage.", + "The spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra {@damage 1d8} force damage to the target, and the damage the target takes if it is {@status concentration||concentrating} on a spell increases to {@damage 2d8}. Both damage rolls increase by {@damage 1d8} at 11th level ({@damage 2d8} / {@damage 3d8}) and 17th level ({@damage 3d8}/ {@damage 4d8})." + ], + "scalingLevelDice": [ + { + "label": "force damage", + "scaling": { + "5": "1d8", + "11": "2d8", + "17": "3d8" + } + }, + { + "label": "force damage to concentrating target", + "scaling": { + "1": "1d8", + "5": "2d8", + "11": "3d8", + "17": "4d8" + } + } + ], + "damageInflict": [ + "force" + ], + "miscTags": [ + "AAD", + "SCL" + ] + }, + { + "name": "Spell Siphon", + "source": "UltimateAdventurer", + "page": 265, + "level": 7, + "school": "A", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you see a creature within 60 feet of you casting a spell" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "entries": [ + "You attempt to siphon the energies of a spell in the process of being cast, interrupting and taking the arcane power for yourself. If the triggering creature is casting a spell of {@filter 5th level or lower|spells|source=|level=0;1;2;3;4;5|components & miscellaneous==}, its spell fails and has no effect; if it is casting a spell of {@filter 6th level or higher|spells|source=|level=6;7;8;9|components & miscellaneous==}, make an ability check using your spellcasting ability. The DC equals 15 + the triggering spell's level. On a success, the triggering spell fails and has no effect.", + "If the triggering creature's spell fails, you regain an expended spell slot of the failed spell's level or lower." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of a level higher than 7th, you can automatically siphon a spell of a level higher than 5th without needing to make the ability check: a spell of up to 6th level when you cast this spell using an 8th level spell slot, and a spell of up to 7th level when you cast this spell using a 9th level spell slot." + ] + } + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Spell Void", + "source": "UltimateAdventurer", + "page": 266, + "level": 9, + "school": "N", + "time": [ + { + "number": 1, + "unit": "reaction", + "condition": "which you take when you see a creature within 60 feet of you casting a spell" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": { + "text": "an obsidian marble worth at least 1 gp, which the spell consumes", + "cost": 100, + "consume": true + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You flick the marble used for this spell's material component into the triggering creature's space. The marble then implodes, opening a hole in reality that consumes all magic that passes near it, including the creature's spell. The creature's spell fails and has no effect, as its magic is sucked into the void created by the hole.", + "The hole remains until the start of your next turn or the spell ends. For the duration, whenever a creature within 60 feet of the hole attempts to cast a spell, or a spell is cast targeting a creature within 60 feet of the hole, the spell fails and has no effect, its magic being sucked into the void.", + "When the hole consumes a spell of 1st level or higher, if the caster has remaining spell slots of the level it used to cast the spell, the caster must succeed on an ability check using its spellcasting ability against your spell save DC or have even more of its magic drained from it. If a creature fails this ability check, each of its remaining spell slots of that level are expended with no effect.", + "This spell can't be interrupted or be caused to fail by other spells, such as {@spell counterspell} or {@spell dispel magic}. This spell still ends if you lose {@status concentration} due to a spell." + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Sticks to Snakes", + "source": "UltimateAdventurer", + "page": 266, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "s": true, + "m": { + "text": "a staff or bundle of sticks worth at least 1 cp", + "cost": 1 + } + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You transform a staff or bundle of sticks into serpents. When you do, choose an unoccupied space within 30 feet to throw the staff or bundle of sticks. The effect of this spell varies based on the material component used to cast it.", + "When you throw a staff, it transforms into a {@creature giant constrictor snake}. When you throw a bundle of sticks, it transforms into a {@creature swarm of poisonous snakes}. The creature's current and maximum hit points increase by {@dice 2d8} when it is created.", + "The created snake or swarm is friendly to you and your companions. Roll initiative for the creature. It obeys any verbal commands you issue it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. If the snake or swarm has an effect that causes a target to make a saving throw, the effect uses your spell save DC, unless the snake or swarm's DC was already higher.", + "At the end of the spell, or if the snake or swarm is reduced to 0 hit points, it turns into a broken staff or snapped bundle of sticks, respectively." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using certain higher-level spell slots, more creatures appear: twice as many with a 6th- or 7th-level slot and three times as many with an 8th- or 9th-level slot." + ] + } + ], + "miscTags": [ + "SCL", + "SMN" + ] + }, + { + "name": "Stolen Life", + "source": "UltimateAdventurer", + "page": 267, + "level": 5, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a calendar or timepiece older than you" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Artificer", + "source": "TCE" + }, + "subclass": { + "name": "Oozologist", + "shortName": "Oozologist", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "Make a melee spell attack against a creature within your reach. On a hit, the target takes {@damage 8d8} necrotic damage, and if that creature is a humanoid it must succeed on a Constitution saving throw or age {@dice 1d4} years. You add the years that creature aged to your maximum natural life span." + ], + "damageInflict": [ + "necrotic" + ], + "spellAttack": [ + "M" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ] + }, + { + "name": "Storm Flurry", + "source": "UltimateAdventurer", + "page": 267, + "level": 3, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 5 + } + }, + "components": { + "s": true, + "m": { + "text": "two {@filter one-handed melee weapons|items|source=|type=melee weapon|property=!two-handed|Cost=[&10;&10000]} each worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "entries": [ + "You brandish the weapons used in the spell's casting and make a melee attack with each against one creature within 5 feet of you. On a hit with the first attack, the target takes the attack's normal damage and an additional {@damage 3d8} lightning damage, and the attack you make against the target with the second weapon gains advantage.", + "On a hit with the second attack, the target takes the attack's normal damage and each creature other than you within 10 feet of the target must make a Constitution saving throw, taking {@damage 2d8} thunder damage on a failed save or half as much damage on a successful one. If the first attack reduces the target to 0 hit points, you can make this second attack against a different creature within 5 feet of you." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by {@dice 1d8} for each slot level above 3rd." + ] + } + ], + "damageInflict": [ + "lightning", + "thunder" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "MT" + ], + "miscTags": [ + "ADV" + ] + }, + { + "name": "Stupefying Strike", + "source": "UltimateAdventurer", + "page": 267, + "level": 0, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 10 + } + }, + "components": { + "v": true, + "m": { + "text": "a {@filter melee weapon|items|source=|type=melee weapon|Cost=[&10;&10000]} worth at least 1 sp", + "cost": 10 + } + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "entries": [ + "You brandish the weapon used in the spell's casting and make a melee weapon attack with it against one creature within 10 feet of you. On a hit, the target suffers the attack's normal effects, and it becomes slightly dazed. Until the end of its next turn, it can choose to take either an action or a bonus action on its turn, not both.", + "At 5th level, the melee attack deals an extra {@damage 1d8} psychic damage. The extra damage increases by {@dice 1d8} when you reach 11th level ({@dice 2d8}) and 17th level ({@dice 3d8})." + ], + "scalingLevelDice": [ + { + "label": "extra psychic damage", + "scaling": { + "5": "1d8", + "11": "2d8", + "17": "3d8" + } + } + ], + "damageInflict": [ + "psychic" + ], + "miscTags": [ + "AAD", + "SCL" + ] + }, + { + "name": "Subdue Beast", + "source": "UltimateAdventurer", + "page": 267, + "level": 1, + "school": "E", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "feet", + "amount": 120 + } + }, + "components": { + "v": true, + "s": true, + "m": "a {@item whip}" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Apex Predator", + "shortName": "Apex Predator", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "Choose a beast you can see within range and roll {@dice 5d8}. If the total result of those dice is equal to or greater than the current hit points of the chosen beast, the beast becomes docile. A docile beast will use the {@action Dodge} action on each of its turns and nothing else, unless commanded otherwise by you. Commanding a docile beast to take an action requires you to use your reaction on the beast's turn to give it a verbal command. This spell ends if you or a creature friendly to you deals damage to the docile beast." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, roll an additional {@scaledice 5d8|1-9|2d8} for each slot level above 1st." + ] + } + ], + "affectsCreatureType": [ + "beast" + ], + "miscTags": [ + "SCL", + "SGT" + ] + }, + { + "name": "Sundering Smite", + "source": "UltimateAdventurer", + "page": 267, + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Artificer", + "source": "TCE" + }, + "subclass": { + "name": "Scrapper", + "shortName": "Scrapper", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "The next time you hit with a melee weapon attack during the spell's duration, your weapon thrums with destructive power, and the attack deals an extra {@damage 4d6} fire damage to the target. Objects and structures take double damage from the attack.", + "If the target was a creature, it must make a Dexterity saving throw. On a failure, the spell destroys a nonmagical object of your choice that the creature is holding or carrying." + ], + "damageInflict": [ + "fire" + ], + "savingThrow": [ + "dexterity" + ], + "miscTags": [ + "AAD", + "OBJ" + ] + }, + { + "name": "Susceptibility Infusion", + "source": "UltimateAdventurer", + "page": 267, + "level": 4, + "school": "T", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + } + ] + }, + "entries": [ + "You infuse your next attack with a curse that creates weakness where there is normally durability in its victim. The next time you hit a creature with an attack during this spell's duration, your attack deals an extra {@damage 4d6} force damage to the target, and the target must succeed on a Constitution saving throw or become cursed for the duration of the spell. Choose a damage type. If the cursed target has resistance or immunity to the chosen damage type, it loses that resistance or immunity. As an action, the target can repeat the Constitution saving throw, ending the spell on a successful save.", + "A {@spell remove curse} spell ends this effect." + ], + "damageInflict": [ + "force" + ], + "savingThrow": [ + "constitution" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Tale of Courage", + "source": "UltimateAdventurer", + "page": 28, + "level": 3, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "entries": [ + "You begin telling a tale of bravery and heroism, radiating an aura of courage in a 30-foot radius around you. Within the aura, an ephemeral vignette appears of heroes bravely battling monsters. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) is immune to being {@condition frightened} and gains a +1 bonus to saving throws.", + "If a creature can't hear you or see the vignette, it gains no benefit from this spell. If you speak other than to tell the tale, the spell ends." + ], + "conditionImmune": [ + "frightened" + ], + "areaTags": [ + "S" + ] + }, + { + "name": "Tale of Legend", + "source": "UltimateAdventurer", + "page": 268, + "level": 8, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "entries": [ + "You begin performing a tale of epic battles, of courageous heroes facing off against malevolent villains and hordes of minions, creating a 30-foot-radius aura around you that inspires your allies to legendary feats. Within the aura, an ephemeral vignette appears displaying the tale. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has advantage on attack rolls, ability checks, and saving throws, and has resistance against all damage.", + "If a creature can't hear you or see the vignette, it gains no benefit from this spell. If you speak other than to tell the tale, the spell ends." + ], + "damageResist": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "psychic", + "radiant", + "slashing", + "thunder" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "ADV" + ] + }, + { + "name": "Tale of Hope & Woe", + "source": "UltimateAdventurer", + "page": 268, + "level": 5, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 30 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + } + ] + }, + "entries": [ + "You begin reciting a tale designed to inspire either hope or woe (your choice when you cast the spell) in the hearts of those who hear it, creating a 30-foot-radius aura around you. Within the aura, an ephemeral vignette appears displaying the tale. Until the spell ends, the aura moves with you, centered on you. If a creature can't hear you or see the vignette, it is unaffected by the spell. If you speak other than to tell the tale, the spell ends.", + { + "type": "entries", + "name": "Tale of Hope", + "entries": [ + "Each friendly creature within the aura (including you) has advantage on Intelligence, Wisdom, and Charisma saving throws, and when such a creature makes an attack, the attack deals an extra {@damage 1d6} damage." + ] + }, + { + "type": "entries", + "name": "Tale of Woe", + "entries": [ + "Each hostile creature in the aura has disadvantage on Intelligence, Wisdom, and Charisma saving throws, and when such a creature makes an attack, the attack deals {@damage 1d6} less damage (this can't reduce the damage below 1). A creature is immune to this effect if it is immune to being {@condition charmed} or {@condition frightened}." + ] + }, + "Until the spell ends, you can use a bonus action on each of your subsequent turns to change the moral of your tale with a plot twist, changing your Tale of Hope into a Tale of Woe, or vice versa." + ], + "savingThrow": [ + "charisma" + ], + "areaTags": [ + "S" + ], + "miscTags": [ + "AAD", + "ADV", + "UBA" + ] + }, + { + "name": "Terror Infusion", + "source": "UltimateAdventurer", + "page": 269, + "level": 1, + "school": "N", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + } + ] + }, + "entries": [ + "You infuse your next attack with a curse that creates intense fear of you in its victim. The next time you hit a creature with an attack during this spell's duration, your attack deals an extra {@damage 1d6} necrotic damage, and the target must succeed on a Wisdom saving throw or become cursed for the duration of the spell. The cursed target can't willingly move closer to you. As an action, the target can repeat the Wisdom saving throw, ending the spell on a successful save.", + "A creature immune to being {@condition frightened} automatically succeeds on its saving throw against this spell.", + "A {@spell remove curse} spell ends this effect." + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "wisdom" + ], + "miscTags": [ + "AAD" + ] + }, + { + "name": "Throat Rend", + "source": "UltimateAdventurer", + "page": 269, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Monk", + "source": "PHB" + }, + "subclass": { + "name": "Way of the Presence", + "shortName": "Presence", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You touch a creature's throat and flood its vocal chords with necrotic energy. The target must make a Constitution saving throw. It takes {@damage 2d8} necrotic damage and becomes unable to speak for the duration on a failed save, or half damage and doesn't lose the ability to speak on a successful one. If the target is unable to speak, it repeats the saving throw at the end of each of its turns, taking {@damage 1d8} necrotic damage on a failed save or ending the spell for itself on a successful one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by {@scaledamage 2d8|2-9|1d8} for each slot level above 2nd. When you cast this spell using a spell slot of 4th level or higher, the damage a creature takes by failing the save at the end of its turn increases by {@scaledamage 1d8|2,4,6,8|1d8} for every two slot levels above 2nd." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Throw Voice", + "source": "UltimateAdventurer", + "page": 269, + "level": 1, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You cause your voice to emanate from places other than your mouth when you speak. Each time you speak for the duration, you can cause your voice to emanate from a point you can see within 60 feet of you, instead of its normal emanation point." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 2nd level or higher, the radius increases by 10 feet for each slot level above 1st. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your {@status concentration} on the spell for up to 8 hours. When you cast this spell using a 5th level spell slot, you can maintain your {@status concentration} on the spell for up to 24 hours. When you cast this spell using a spell slot of 6th level or higher, the spell lasts for 24 hours without requiring your {@status concentration}." + ] + } + ], + "miscTags": [ + "SGT", + "SCL" + ] + }, + { + "name": "Thundering Strike", + "source": "UltimateAdventurer", + "page": 269, + "level": 4, + "school": "V", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Ranger", + "source": "PHB" + } + ] + }, + "entries": [ + "The next time you hit a creature with a weapon attack before this spell ends, booming thunder audible to a range of 300 feet emanates from the point of impact. The target and each creature other than you within 10 feet of the target must make a Constitution saving throw. A creature takes {@damage 4d8} damage and is {@condition deafened} for 1 minute on a failed save, or half as much damage and isn't deafened on a successful one." + ], + "conditionInflict": [ + "deafened" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "MT" + ] + }, + { + "name": "Vampiric Weapon", + "source": "UltimateAdventurer", + "page": 270, + "level": 4, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a vial of vampire blood, which you pour over the weapon" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Wizard", + "source": "PHB" + }, + "subclass": { + "name": "Sigilsmithing", + "shortName": "Sigilsmithing", + "source": "UltimateAdventurer" + } + }, + { + "class": { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + "subclass": { + "name": "Way of the Armament", + "shortName": "Armament", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "You imbue a weapon you touch with a thirst for blood Until the spell ends, the weapon gains a +1 bonus to attack rolls and deals an extra {@damage 1d6} necrotic damage on a hit. If the target of an attack made with the weapon attack isn't an undead or construct, the weapon's wielder regains a number of hit points equal to the necrotic damage dealt.", + "If the weapon isn't already a magic weapon, it becomes one for the duration. If it is already magical when you cast this spell, and part of its magical properties is granting a bonus to attack rolls, you use your choice of either the weapon's bonus or this spell's, not the combination." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 6th or 7th level, the bonus to attack rolls increases to +2 and the extra damage increases to {@dice 2d6}. When you use a spell slot of 8th level or higher, the bonus to attack rolls increases to +3 and the extra damage increases to {@dice 3d6}." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "HL", + "OBJ", + "SCL" + ] + }, + { + "name": "Vengeful Smite", + "source": "UltimateAdventurer", + "page": 270, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Paladin", + "source": "PHB" + } + ] + }, + "entries": [ + "The next time you make a melee weapon attack against a creature during the spell's duration, you have advantage on the attack roll if it dealt you damage since the end of your last turn. The next time you hit with a melee weapon attack during the spell's duration, your weapon hums with necrotic energy, and the attack deals an additional {@damage 2d8} necrotic damage, or {@damage 2d12} necrotic damage if the creature dealt you damage since the end of your last turn." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 2d8|2-9|1d8} for each slot level above 2nd, or by {@scaledamage 2d12|2-9|1d12} for each slot level above 2nd if the creature dealt you damage since the end of your last turn." + ] + } + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "ADV", + "SCL" + ] + }, + { + "name": "Verdant Ward", + "source": "UltimateAdventurer", + "page": 270, + "level": 6, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + } + ] + }, + "entries": [ + "Until the spell ends, vines and other plant material rise from your feet to your head, encasing you in protective armor. You increase in size by one category and gain 50 {@quickref temporary hit points|PHB|3|0}.", + "While you have temporary hit points granted by this spell, you gain the following benefits:", + { + "type": "list", + "items": [ + "You automatically succeed on Constitution saving throws to maintain {@status concentration} on spells as a result of taking damage.", + "When a creature on the ground moves within 30 feet of you, you can use your reaction to call on vines and foliage to restrain it. The creature must succeed on a Strength saving throw or be {@condition restrained} until the start of its next turn.", + "When your turn starts and you have not taken damage since the end of your last turn, you gain 5 temporary hit points. These are added to temporary hit points you already have rather than replacing them, to a maximum of 50 temporary hit points." + ] + }, + "This spell ends early if you start your turn with no temporary hit points. You lose any remaining temporary hit points when this spell ends." + ], + "conditionInflict": [ + "restrained" + ], + "savingThrow": [ + "constitution", + "strength" + ], + "miscTags": [ + "THP" + ] + }, + { + "name": "Ward Against Spells", + "source": "UltimateAdventurer", + "page": 272, + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a handheld mirror" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "One willing creature you touch gains {@dice 4d6} {@quickref temporary hit points|PHB|3|0}. While the creature has any temporary hit points granted by this spell, it has resistance to damage dealt by spells. The creature loses any temporary hit points it has remaining from this spell at the end of 1 minute." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points gained increases by {@scaledice 4d6|2-9|1d6} for each slot level above 2nd." + ] + } + ], + "miscTags": [ + "SCL", + "THP" + ] + }, + { + "name": "Ward Against Weapons", + "source": "UltimateAdventurer", + "page": 272, + "level": 2, + "school": "A", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "touch" + } + }, + "components": { + "v": true, + "s": true, + "m": "a turtle shell" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ], + "fromSubclass": [ + { + "class": { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + "subclass": { + "name": "Curse of the Created", + "shortName": "Created", + "source": "UltimateAdventurer" + } + } + ] + }, + "entries": [ + "One willing creature you touch gains {@dice 4d6} {@quickref temporary hit points|PHB|3|0}. While the creature has any temporary hit points granted by this spell, it has resistance to damage dealt by weapons. The creature loses any temporary hit points it has remaining from this spell at the end of 1 minute." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the temporary hit points gained increases by {@scaledice 4d6|2-9|1d6} for each slot level above 2nd." + ] + } + ], + "miscTags": [ + "THP", + "SCL" + ] + }, + { + "name": "War Story", + "source": "UltimateAdventurer", + "page": 272, + "level": 4, + "school": "I", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "entries": [ + "You begin a booming retelling of a large-scale battle filled with death and destruction, an ephemeral vignette of the tale appearing around you. You initiate the tale with the crunch of armies clashing, creating a shockwave audible to 300 feet that strikes at a creature you can see within 30 feet of you. Make a ranged spell attack against the target. The target being within 5 feet of you doesn't impose disadvantage on the attack roll. On a hit, the target takes {@damage 3d10} thunder damage. On a miss, the target takes half the damage.", + "Until the spell ends, you can use an action on each of your subsequent turns to have your vignette reenact the clanging of swords, ferocious battlecries, or screams of the dying, repeating the attack against a creature you can see within 30 feet of you. You can direct the attack at the same target or a different one." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 5th level or higher, the damage increases by {@scaledamage 3d10|4-9|1d10} for every two slot levels above 4th." + ] + } + ], + "damageInflict": [ + "thunder" + ], + "spellAttack": [ + "R" + ], + "areaTags": [ + "ST" + ], + "miscTags": [ + "SCL", + "SGT" + ] + }, + { + "name": "Wave of Agony", + "source": "UltimateAdventurer", + "page": 273, + "level": 2, + "school": "N", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "cube", + "distance": { + "type": "feet", + "amount": 15 + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "A wave of malice rushes out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes {@damage 3d8} necrotic damage and its speed is reduced to 0 feet until the beginning of your next turn, its muscles seizing with pain. On a successful save, the creature takes half as much damage and its speed isn't reduced.", + "This spell has no effect on undead and constructs." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by {@scaledamage 3d8|2-9|1d8} for each slot level above 2nd." + ] + } + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "damageInflict": [ + "necrotic" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "C" + ], + "miscTags": [ + "SCL" + ] + }, + { + "name": "Weapon of God", + "source": "UltimateAdventurer", + "page": 273, + "level": 9, + "school": "V", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "point", + "distance": { + "type": "sight" + } + }, + "components": { + "v": true, + "s": true, + "m": "a holy symbol" + }, + "duration": [ + { + "type": "instant" + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "A titanic celestial force, such as a colossal fist or weapon, appears at a point you can see in the air and slams down onto the ground in a 60-foot radius cylinder with a height as high as you can see. Each creature, object, and structure within the cylinder takes 100 damage. The damage type depends on the alignment of the deity you worship: radiant for good, force for neutral or a pantheon spanning multiple alignments, or necrotic for evil. If your deity is associated with a particular damage type (as Hephaestus is with fire damage or Thor with lightning), your DM can choose for this spell to deal that damage type instead. Damage from this spell can't be reduced or prevented in any way.", + "The force can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.", + "The spell fails if you can't see a point in the air at least 100 feet above the ground that could accommodate the celestial force (for example, if you are in a room with a ceiling lower than 100 feet)." + ], + "damageInflict": [ + "radiant", + "force", + "necrotic" + ], + "areaTags": [ + "Y" + ], + "miscTags": [ + "OBJ", + "SGT" + ] + }, + { + "name": "Weave Necrosis", + "source": "UltimateAdventurer", + "page": 273, + "level": 3, + "school": "N", + "time": [ + { + "number": 1, + "unit": "bonus" + } + ], + "range": { + "type": "point", + "distance": { + "type": "self" + } + }, + "components": { + "v": true, + "s": true + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true + } + ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + } + ] + }, + "entries": [ + "You pull on the necrotic energy of the outer planes, weaving it into your spells intended to heal. Whenever a spell you cast would cause a creature to regain hit points, it instead loses that many hit points if it is any creature type other than construct or undead. If the target is undead, it regains hit points, rather than losing them." + ], + "entriesHigherLevel": [ + { + "type": "entries", + "name": "At Higher Levels", + "entries": [ + "When you cast this spell using a spell slot of 4th level or higher, its duration increases. Its duration becomes 10 minutes when cast using a 4th-level spell slot, 1 hour when cast using a 5th-level spell slot, 8 hours when cast using a 6th-level spell slot, 24 hours when cast using a 7th-level spell slot, 7 days when cast using an 8th-level spell slot, and until dispelled when cast using a 9th-level spell slot. Additionally, if you cast the spell using a 9th-level spell slot, the spell no longer requires {@status concentration} to maintain, and you can end the spell as a bonus action on your turn." + ] + } + ], + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant", + "undead" + ], + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "HL", + "PRM", + "SCL", + "UBA" + ] + }, + { + "name": "Zone of Communication", + "source": "UltimateAdventurer", + "page": 273, + "level": 6, + "school": "D", + "time": [ + { + "number": 1, + "unit": "action" + } + ], + "range": { + "type": "radius", + "distance": { + "type": "feet", + "amount": 60 + } + }, + "components": { + "v": true, + "s": true, + "m": "a translation dictionary between two languages that aren't Common" + }, + "duration": [ + { + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + }, + "concentration": true + } + ], + "meta": { + "ritual": true + }, + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, + "entries": [ + "You create a magical zone in a 60-foot-radius sphere centered on yourself that makes communication between any language-speaking people possible. The sphere doesn't remain with you as you move, instead remaining centered on the space you occupied when you cast it. For the duration, any creature fully within the sphere that speaks at least one language can understand any spoken language it hears. The spell translates the intended meaning of what is spoken, not just the literal meaning." + ], + "areaTags": [ + "S" + ] + } + ] +} \ No newline at end of file