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 index a683657e8..ff3fc80c6 100755 --- a/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json +++ b/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json @@ -7764,7 +7764,7 @@ }, "required": { "3": [ - "Presence Attunement|PHB" + "Presence Attunement|UltimateAdventurer" ] } } @@ -8760,6 +8760,7 @@ "shortName": "Commerce", "source": "UltimateAdventurer", "subclassSpells": [ + "mending", "comprehend languages", "identify", "locate object", @@ -8782,27 +8783,34 @@ "classSource": "PHB", "page": 60, "additionalSpells": [ + { + "innate": { + "1": [ + "mending" + ] + } + }, { "prepared": { "1": [ - "comprehend languages|PHB", - "identify|PHB" + "comprehend languages", + "identify" ], "3": [ - "locate object|PHB", - "zone of truth|PHB" + "locate object", + "zone of truth" ], "5": [ "part and parcel|UltimateAdventurer", - "tongues|PHB" + "tongues" ], "7": [ - "leomund's secret chest|PHB", - "locate creature|PHB" + "leomund's secret chest", + "locate creature" ], "9": [ - "greater restoration|PHB", - "raise dead|PHB" + "greater restoration", + "raise dead" ] } } @@ -8833,7 +8841,8 @@ "evard's black tentacles", "shadow of moil|XGE", "dusk|UltimateAdventurer", - "enervation|XGE" + "enervation|XGE", + "maddening darkness|XGE" ], "subclassFeatures": [ "Darkness Domain|Cleric||Darkness|UltimateAdventurer|1", @@ -8849,19 +8858,19 @@ { "prepared": { "1": [ - "arms of hadar|PHB", + "arms of hadar", "cause of fear|XGE" ], "3": [ - "darkness|PHB", + "darkness", "shadow blade|XGE" ], "5": [ - "fear|PHB", + "fear", "summon shadowspawn|TCE" ], "7": [ - "evard's black tentacles|PHB", + "evard's black tentacles", "shadow of moil|XGE" ], "9": [ @@ -8869,6 +8878,13 @@ "enervation|XGE" ] } + }, + { + "expanded": { + "17": [ + "maddening darkness|XGE" + ] + } } ], "fluff": { @@ -8913,23 +8929,23 @@ { "prepared": { "1": [ - "bane|PHB", - "oath-sealing covenant|UltimateAdventurer|PHB" + "bane", + "oath-sealing covenant|UltimateAdventurer" ], "3": [ - "alter self|PHB", - "locate object|PHB" + "alter self", + "locate object" ], "5": [ - "bestow curse|PHB", - "revivfy|PHB" + "bestow curse", + "revivfy" ], "7": [ - "compulsion|PHB", - "wall of fire|PHB" + "compulsion", + "wall of fire" ], "9": [ - "geas|PHB", + "geas", "infernal calling|XGE" ] } @@ -8952,6 +8968,7 @@ "shortName": "Love", "source": "UltimateAdventurer", "subclassSpells": [ + "friends", "charm person", "cure wounds", "calm emotions", @@ -8977,24 +8994,31 @@ { "prepared": { "1": [ - "charm person|PHB", - "cure wounds|PHB" + "charm person", + "cure wounds" ], "3": [ - "calm emotions|PHB", - "enthrall|PHB" + "calm emotions", + "enthrall" ], "5": [ - "sending|PHB", - "tongues|PHB" + "sending", + "tongues" ], "7": [ - "compulsion|PHB", - "locate creature|PHB" + "compulsion", + "locate creature" ], "9": [ - "dream|PHB", - "rary's telepathic bond|PHB" + "dream", + "rary's telepathic bond" + ] + } + }, + { + "innate": { + "1": [ + "friends" ] } } @@ -9030,28 +9054,36 @@ "prepared": { "1": [ "embrace destiny|UltimateAdventurer", - "guiding bolt|PHB" + "guiding bolt" ], "3": [ - "detect thoughts|PHB", - "see invisibilty|PHB" + "detect thoughts", + "see invisibilty" ], "5": [ - "bestow curse|PHB", + "bestow curse", "premonition|UltimateAdventurer" ], "7": [ - "arcane eye|PHB", + "arcane eye", "foreshadow|UltimateAdventurer" ], "9": [ - "commune|PHB", - "dream|PHB" + "commune", + "dream" + ] + } + }, + { + "innate": { + "1": [ + "guidance" ] } } ], "subclassSpells": [ + "guidance", "embrace destiny|UltimateAdventurer", "guiding bolt", "detect thoughts", @@ -9094,25 +9126,36 @@ "prepared": { "1": [ "expeditious retreat", - "oscillating chronology|UltimateAdventurer|PHB" + "oscillating chronology|UltimateAdventurer" ], "3": [ "fortuity conflux|UltimateAdventurer", - "hold person|PHB" + "hold person" ], "5": [ - "haste|PHB", - "slow|PHB" + "haste", + "slow" ], "7": [ "abeyed discharge|UltimateAdventurer", - "death ward|PHB" + "death ward" ], "9": [ "far step|XGE", - "hold monster|PHB" + "hold monster" ] } + }, + { + "innate": { + "17": { + "rest": { + "1": [ + "time stop" + ] + } + } + } } ], "subclassSpells": [ @@ -9125,7 +9168,8 @@ "abeyed discharge|UltimateAdventurer", "death ward", "far step|XGE", - "hold monster" + "hold monster", + "time stop" ], "fluff": { "images": [ @@ -9290,16 +9334,16 @@ "subdue beast|UltimateAdventurer" ], "5": [ - "animal messenger|PHB" + "animal messenger" ], "9": [ - "conjure animals|PHB" + "conjure animals" ], "13": [ - "dominate beast|PHB" + "dominate beast" ], "17": [ - "hold monster|PHB" + "hold monster" ] } } @@ -9340,19 +9384,19 @@ { "known": { "3": [ - "hunter's mark|PHB" + "hunter's mark" ], "5": [ - "hold person|PHB" + "hold person" ], "9": [ - "slow|PHB" + "slow" ], "13": [ "quarry's mark|UltimateAdventurer" ], "17": [ - "hold monster|PHB" + "hold monster" ] } } @@ -9393,19 +9437,19 @@ { "known": { "3": [ - "disguise self|PHB" + "disguise self" ], "5": [ - "blur|PHB" + "blur" ], "9": [ - "bestow curse|PHB" + "bestow curse" ], "13": [ "polymorph" ], "17": [ - "animate objects|PHB" + "animate objects" ] } } @@ -9446,13 +9490,13 @@ { "known": { "3": [ - "feather fall|PHB" + "feather fall" ], "5": [ - "spider climb|PHB" + "spider climb" ], "9": [ - "haste|PHB" + "haste" ], "13": [ "freedom of movement" @@ -9499,13 +9543,13 @@ { "known": { "3": [ - "unseen servant|PHB" + "unseen servant" ], "5": [ - "elemental spike|UltimateAdventurer|PHB" + "elemental spike|UltimateAdventurer" ], "9": [ - "elemental weapon|PHB" + "elemental weapon" ], "13": [ "summon elemental|TCE" @@ -9552,24 +9596,24 @@ { "prepared": { "3": [ - "unseen servant|PHB", - "false life|PHB" + "unseen servant", + "false life" ], "5": [ - "gentle repose|PHB", - "see invisibility|PHB" + "gentle repose", + "see invisibility" ], "9": [ "reaping smite|UltimateAdventurer", - "speak with dead|PHB" + "speak with dead" ], "13": [ - "death ward|PHB", - "guardian of faith|PHB" + "death ward", + "guardian of faith" ], "17": [ - "contact other plane|PHB", - "raise dead|PHB" + "contact other plane", + "raise dead" ] } } @@ -9615,24 +9659,24 @@ { "prepared": { "3": [ - "healing word|PHB", - "sanctuary|PHB" + "healing word", + "sanctuary" ], "5": [ "healing spirit|XGE", - "warding bond|PHB" + "warding bond" ], "9": [ "bestow blessing|UltimateAdventurer", "life transference|XGE" ], "13": [ - "guardian of faith|PHB", - "freedom of movement|PHB" + "guardian of faith", + "freedom of movement" ], "17": [ - "greater restoration|PHB", - "mass cure wounds|PHB" + "greater restoration", + "mass cure wounds" ] } } @@ -9678,24 +9722,24 @@ { "prepared": { "3": [ - "alarm|PHB", - "detect evil and good|PHB" + "alarm", + "detect evil and good" ], "5": [ "misty step", - "rope trick|PHB" + "rope trick" ], "9": [ "blink", "part and parcel|UltimateAdventurer" ], "13": [ - "banishment|PHB", - "dimension door|PHB" + "banishment", + "dimension door" ], "17": [ - "dispel evil and good|PHB", - "teleportation circle|PHB" + "dispel evil and good", + "teleportation circle" ] } } @@ -9741,24 +9785,24 @@ { "prepared": { "3": [ - "disguise self|PHB", - "heroism|PHB" + "disguise self", + "heroism" ], "5": [ "enhance ability", - "pass without trace|PHB" + "pass without trace" ], "9": [ "mass healing word", "nondetection" ], "13": [ - "freedom of movement|PHB", - "mordenkainen's private sanctum|PHB" + "freedom of movement", + "mordenkainen's private sanctum" ], "17": [ - "passwall|PHB", - "seeming|PHB" + "passwall", + "seeming" ] } } @@ -9804,19 +9848,19 @@ { "prepared": { "3": [ - "compelled duel|PHB", - "heroism|PHB" + "compelled duel", + "heroism" ], "5": [ "aid", - "enhance ability|PHB" + "enhance ability" ], "9": [ "beacon of hope", "haste" ], "13": [ - "aura of life|PHB", + "aura of life", "quarry's mark|UltimateAdventurer" ], "17": [ @@ -9867,12 +9911,12 @@ { "prepared": { "3": [ - "compelled duel|PHB", - "shield of faith|PHB" + "compelled duel", + "shield of faith" ], "5": [ "aid", - "warding bond|PHB" + "warding bond" ], "9": [ "glyph of warding", @@ -17466,7 +17510,7 @@ "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 x 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 {@condition exhaustion}.", + "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 {@quickref temporary hit points||3|0} equal to 5 x 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 {@condition exhaustion}.", "Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|long rest}." ] }, @@ -17887,7 +17931,7 @@ "subclassSource": "UltimateAdventurer", "level": 1, "entries": [ - "The Commerce domain values trade, proper management of resources, and entrepreneurship above all else, believing a healthy economy is the best path to create a more perfect world. Gods of commerce and trade — including Gond, Kol Korran, and Waukeen — promote enterprise and the development of marketable crafts and skills. Some clerics of this domain, however, eschew the worship of gods to instead focus their faith on the almighty coin, believing that wealth is the best resource for enacting lasting change and living long, happy, and healthy lives.", + "The Commerce domain values trade, proper management of resources, and entrepreneurship above all else, believing a healthy economy is the best path to create a more perfect world. Gods of commerce and trade — including {@deity Gond}, {@deity Kol Korran|eberron}, and {@deity Waukeen} — promote enterprise and the development of marketable crafts and skills. Some clerics of this domain, however, eschew the worship of gods to instead focus their faith on the almighty coin, believing that wealth is the best resource for enacting lasting change and living long, happy, and healthy lives.", "Regardless of what gods, or lack thereof, clerics of this domain worship, they are always on the hunt for the best deal, and travel the planes marketing their talents as healers and appraisers. In larger cities, temples of Commerce are often found offering a variety of services: from the standard spellcasting services of healing and revival, to the exchange of goods and coin, to the selling of magical tinctures, to high-risk venture capitalist groups in which others can invest their money.", { "type": "table", @@ -17962,12 +18006,12 @@ { "type": "list", "items": [ - "You magically transform a nonmagical object you're touching into its monetary worth in coins. For example, a mundane longsword you transform this way becomes 15 gp.", - "You magically transform a number of coins you're touching into a nonmagical object worth an amount equal to or less than the net value of the coins you transform. For example, you can transform 2 or more cp into an ink pen, or at least 1,500 gp into a set of plate mail." + "You magically transform a {@filter nonmagical object|items|source=|type=|miscellaneous=mundane} you're touching into its monetary worth in coins. For example, a mundane {@item longsword|PHB} you transform this way becomes 15 gp.", + "You magically transform a number of coins you're touching into a {@filter nonmagical object|items|source=|type=|miscellaneous=mundane} worth an amount equal to or less than the net value of the coins you transform. For example, you can transform 2 or more cp into an {@item ink pen|PHB}, or at least 1,500 gp into a set of {@item plate armor|PHB|plate mail}." ] }, "This feature has no effect on objects or coins belonging to an unwilling creature.", - "You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest." + "You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -17981,7 +18025,7 @@ "level": 2, "header": 2, "entries": [ - "Starting at 2nd level, you can use your Channel Divinity to bribe a creature into changing the way it attacks. When a hostile creature you can see within 30 feet makes an attack against you or one of your allies, you can use your reaction to cause 5 gp to appear at the creature's feet. If the creature can see the gold, it changes the target of the attack to another target of your choice within range of the attack, other than itself. If there are no other valid targets within range, the creature loses the attack.", + "Starting at 2nd level, you can use your {@classFeature Channel Divinity|Cleric||2} to bribe a creature into changing the way it attacks. When a hostile creature you can see within 30 feet makes an attack against you or one of your allies, you can use your reaction to cause 5 gp to appear at the creature's feet. If the creature can see the gold, it changes the target of the attack to another target of your choice within range of the attack, other than itself. If there are no other valid targets within range, the creature loses the attack.", "This feature has no effect on creatures that are immune to the {@condition charmed} condition, or that place no value in gold or money, such as creatures of Intelligence 4 or lower." ] }, @@ -17996,7 +18040,7 @@ "level": 6, "header": 2, "entries": [ - "Once you reach 6th level, whenever you cast a spell requiring a specific material component with an indicated cost, you can expend a number of coins you possess with net worth equal to half the indicated cost, instead of presenting the component." + "Once you reach 6th level, whenever you cast a {@filter spell requiring a specific material component with an indicated cost|spells|source=|components & miscellaneous=material with cost;material is consumed;material is optionally consumed}, you can expend a number of coins you possess with net worth equal to half the indicated cost, instead of presenting the component." ] }, { @@ -18010,7 +18054,7 @@ "level": 8, "header": 2, "entries": [ - "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any {@filter cleric cantrip|spells|source=|level=0|class=cleric|components & miscellaneous=}." ] }, { @@ -18024,8 +18068,8 @@ "level": 17, "header": 2, "entries": [ - "Starting at 17th level, you can use your Instant Gratification an unlimited number of times.", - "Additionally, as an action, you can magically transform a number of coins you're touching into a potion you've tasted worth an amount equal to or less than the net worth of the coins you transform. You use half the minimum values (rounded up) in the Magic Item Rarity table in Chapter 7 of the Dungeon Master's Guide to determine how much a potion of a given rarity is worth. For example, you can transform 51 or more gp into a potion of uncommon rarity, such as a {@item potion of greater healing}.", + "Starting at 17th level, you can use your {@subclassFeature Instant Gratification|Cleric||Commerce|UltimateAdventurer|1} an unlimited number of times.", + "Additionally, as an action, you can magically transform a number of coins you're touching into a {@filter potion|items|source=|type=potion|miscellaneous=} you've tasted worth an amount equal to or less than the net worth of the coins you transform. You use half the minimum values (rounded up) in the {@table Magic Item Rarity} table in {@book Chapter 7|DMG|7} of the Dungeon Master's Guide to determine how much a potion of a given rarity is worth. For example, you can transform 51 or more gp into a {@filter potion of uncommon rarity|items|source=|type=potion|rarity=uncommon|miscellaneous=}, such as a {@item potion of greater healing}.", "This feature has no effect on objects or coins belonging to an unwilling creature.", "The number of existing potions you created with this feature cannot exceed your Wisdom modifier (minimum 1). If you create a potion beyond this number, another potion of your choice that you created this way expires and becomes inert." ] @@ -18040,7 +18084,7 @@ "subclassSource": "UltimateAdventurer", "level": 1, "entries": [ - "Gods of darkness and shadow — such as Set, Shar, and the Raven Queen — are not often depicted in the best light, being associated with terror, desolation, and unending night. Dwelling in their gloomy, often lightless realms, these deities don't tend to attract many followers. So when a cleric chooses to devote their life to the service of one of these gods, they are imbued with great power over the shadows, becoming able to cause fear in the hearts of mortals. These gods teach their followers to think like the forces of evil in order to slay and conquer them, countering dark powers with their own black gifts.", + "Gods of darkness and shadow — such as {@deity Set|egyptian}, {@deity Shar}, and {@deity Raven Queen|dawn war|DMG|the Raven Queen} — are not often depicted in the best light, being associated with terror, desolation, and unending night. Dwelling in their gloomy, often lightless realms, these deities don't tend to attract many followers. So when a cleric chooses to devote their life to the service of one of these gods, they are imbued with great power over the shadows, becoming able to cause fear in the hearts of mortals. These gods teach their followers to think like the forces of evil in order to slay and conquer them, countering dark powers with their own black gifts.", "While some clerics of the Darkness Domain are evil fearmongers, most instead make it their mission to rehabilitate the image of their deity through acts of heroism using their shadowy powers, becoming dark champions that bring comfort to innocents in the darkest of nights.", { "type": "table", @@ -18097,7 +18141,7 @@ "level": 1, "header": 1, "entries": [ - "When you choose this domain at 1st level, you gain darkvision out to a range of 60 feet. If you already have darkvision, the range of your darkvision instead increases by 30 feet.", + "When you choose this domain at 1st level, you gain {@sense darkvision} out to a range of 60 feet. If you already have darkvision, the range of your darkvision instead increases by 30 feet.", "Once you reach 6th level in this class, magical darkness no longer impedes your darkvision." ] }, @@ -18112,9 +18156,9 @@ "level": 1, "header": 1, "entries": [ - "Also at 1st level, you gain the ability to use your shadow as a weapon, channeling fear and despair into those you strike with it. This shadow whip counts as a simple melee weapon, though only you can use it. It has the finesse and light properties, as well as 15 feet of reach. It deals 1d8 psychic damage on a hit, including your Strength or Dexterity modifier as normal. You must have a free hand to make attacks using your shadow whip.", + "Also at 1st level, you gain the ability to use your shadow as a weapon, channeling fear and despair into those you strike with it. This shadow whip counts as a simple melee weapon, though only you can use it. It has the finesse and light properties, as well as 15 feet of reach. It deals {@damage 1d8} psychic damage on a hit, including your Strength or Dexterity modifier as normal. You must have a free hand to make attacks using your shadow whip.", "When you hit a Large or smaller creature with an attack using your shadow whip, you can attempt to drag the target toward you. The creature must succeed on a Strength saving throw against your spell save DC or be pulled to the nearest unoccupied space to you.", - "You can attempt to pull a creature this way a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest." + "You can attempt to pull a creature this way a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -18128,7 +18172,7 @@ "level": 2, "header": 2, "entries": [ - "Starting at 2nd level, you can summon shadow energies that constrict a creature, using your Channel Divinity. As an action, choose a creature you can see within 60 feet. That creature must succeed on a Strength saving throw or become {@condition restrained} for 1 minute. The target makes the initial saving throw with disadvantage if it's within an area of dim light or darkness. As an action during each of its turns, an affected creature can repeat the saving throw, freeing itself on a successful save." + "Starting at 2nd level, you can summon shadow energies that constrict a creature, using your {@classFeature Channel Divinity|Cleric||2}. As an action, choose a creature you can see within 60 feet. That creature must succeed on a Strength saving throw or become {@condition restrained} for 1 minute. The target makes the initial saving throw with disadvantage if it's within an area of {@quickref Vision and Light|PHB|2||dim light or darkness}. As an action during each of its turns, an affected creature can repeat the saving throw, freeing itself on a successful save." ] }, { @@ -18142,8 +18186,8 @@ "level": 6, "header": 2, "entries": [ - "Starting at 6th level, you can use your Channel Divinity to dim the world around you.", - "As a bonus action, you present your holy symbol, coating a 30-foot radius sphere centered on you with shadow for 1 minute. The sphere stays centered on you as you move. Within the sphere, areas of normally bright light become dim light, areas of normally dim light become darkness, and areas of normally darkness become magical darkness.", + "Starting at 6th level, you can use your {@classFeature Channel Divinity|Cleric||2} to dim the world around you.", + "As a bonus action, you present your holy symbol, coating a 30-foot radius sphere centered on you with shadow for 1 minute. The sphere stays centered on you as you move. Within the sphere, areas of normally {@quickref Vision and Light|PHB|2||bright light} become {@quickref Vision and Light|PHB|2||dim light}, areas of normally dim light become {@quickref Vision and Light|PHB|2||darkness}, and areas of normally darkness become magical darkness.", "You can dismiss the sphere early by using a bonus action on your turn." ] }, @@ -18158,7 +18202,7 @@ "level": 8, "header": 2, "entries": [ - "At 8th level, you gain the ability to infuse your weapon strikes with the trauma of the void, the existential dread of being alone and lost in the dark. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8." + "At 8th level, you gain the ability to infuse your weapon strikes with the trauma of the void, the existential dread of being alone and lost in the dark. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra {@damage 1d8} psychic damage to the target. When you reach 14th level, the extra damage increases to {@damage 2d8}." ] }, { @@ -18172,7 +18216,7 @@ "level": 17, "header": 2, "entries": [ - "At 17th level, {@spell maddening darkness|XGE} is added to the cleric spell list for you, and surrounding shadows twist and quiver around you, creating a terrifying visage for your enemies to behold. When a creature other than one of your allies starts its turn within 5 feet of you, it must succeed on a Wisdom saving throw against your spell save DC or become {@condition frightened} of you until the end of its turn. A creature has disadvantage on this saving throw if you're within an area of dim light or darkness.", + "At 17th level, {@spell maddening darkness|XGE} is added to the cleric spell list for you, and surrounding shadows twist and quiver around you, creating a terrifying visage for your enemies to behold. When a creature other than one of your allies starts its turn within 5 feet of you, it must succeed on a Wisdom saving throw against your spell save DC or become {@condition frightened} of you until the end of its turn. A creature has disadvantage on this saving throw if you're within an area of {@quickref Vision and Light|PHB|2||dim light or darkness}.", "A creature that succeeds on this saving throw is immune to this feature for 24 hours." ] }, @@ -18186,7 +18230,8 @@ "subclassSource": "UltimateAdventurer", "level": 1, "entries": [ - "The Infernal Domain is a divine path followed by those who worship gods of riches, trade, and prosperity. Through their prayer and devotion to these deities (such as Lugh, Hermes, or Ptha), clerics of this domain are granted the power to manipulate wealth, fortune, and commerce to aid their allies and lead the way to success. These clerics are often found in bustling cities and markets, using their abilities to protect their congregations financial interests and to bring prosperity to their communities. Those who walk the path of the Infernal Domain are trusted and respected by merchants and financiers, and their blessings can mean the difference between success and ruin for those under their care. To them, they know first hand that money does not grow on trees: it comes directly from the gods.", + "The Infernal Domain, as the name suggests, stems from the very depths of the Nine Hells. Cultists have always flocked to {@deity Asmodeus|dawn war|DMG} and archdevils, siphoning away their power with fervent faith or the promises of countless souls. The constant for any cleric of the Infernal Domain is that everything has a cost, and they are equipped to tempt you towards paying any cost no matter how dear.", + "Not all clerics who walk this infernal path are evil. Some actively seek out wrong-doers and ensure their swift delivery to the Nine Hells, though others are driven solely by their self-interest. Regardless of their moral position, these clerics are typically lawful individuals, modeling their methodology on the letterof-the-law approach the Nine Hells is so infamous for.", { "type": "table", "caption": "Infernal Domain Spells", @@ -18258,7 +18303,7 @@ } ], "entries": [ - "When you choose this domain at 1st level, you learn how to speak, read, and write Infernal, and you gain proficiency in one of the following skills of your choice: Insight, Deception, or Persuasion." + "When you choose this domain at 1st level, you learn how to speak, read, and write {@language Infernal}, and you gain proficiency in one of the following skills of your choice: {@skill Insight}, {@skill Deception}, or {@skill Persuasion}." ] }, { @@ -18274,7 +18319,7 @@ "entries": [ "Also at 1st level, you learn how to lure others into deals with sickly sweetness, catching more souls with honey than blood, as the old fiendish saying goes. As an action, one humanoid you can see within 30 feet of you that can see, hear, and understand you must succeed on a Wisdom saving throw against your spell save DC or become magically {@condition charmed} for 8 hours. The creature undertakes to perform any services you ask of it in a friendly manner, to the best of its ability in order to please you.", "After the {@condition charmed} condition ends on a creature, the creature realizes that you used magic to influence its mood and becomes hostile toward you. If the target suffers any harm or receives instructions that are suicidal or that conflict with the creature's normal desires, the charm automatically ends. If you use this feature to charm a creature while you already have a creature charmed by this feature, the charmed condition ends on the previously targeted creature.", - "Once used, you cannot use it again until you finish a long rest, unless you expend a spell slot of any level to do so again." + "Once used, you cannot use it again until you finish a {@quickref resting||2|0|long rest}, unless you expend a spell slot of any level to do so again." ] }, { @@ -18288,14 +18333,14 @@ "level": 2, "header": 2, "entries": [ - "Starting at 2nd level, when you and another creature come to a verbal or written agreement, you can perform a 1 minute ritual and use your Channel Divinity to bind the agreement as an infernal contract. This agreement must include the object, currency, or service you will provide the creature.", + "Starting at 2nd level, when you and another creature come to a verbal or written agreement, you can perform a 1 minute ritual and use your {@classFeature Channel Divinity|Cleric||2} to bind the agreement as an infernal contract. This agreement must include the object, currency, or service you will provide the creature.", "Upon providing the creature with the terms of the contract, a coin bearing the profile of the creature appears in your palm. This coin, called a soul token, can be spent for fleeting power. You can only gain one soul token from a creature but you can have any number of soul tokens at one time. As an action, you can expend a soul token you have on your person to gain one of the following effects of your choice:", { "type": "list", "items": [ - "You gain 1d10 temporary hit points.", - "You grant an {@condition unconscious} creature you can see 1d4 \u22121 successful death saving throws.", - "You place a small curse on a creature you can see within 30 feet until the start of your next turn. During that time, when the creature makes an attack roll or saving throw it must roll a d4 and add or subtract (your choice) the result from the attack roll or saving throw.", + "You gain {@dice 1d10} {@quickref temporary hit points||3|0}.", + "You grant an {@condition unconscious} creature you can see {@dice 1d4-1} successful death saving throws.", + "You place a small curse on a creature you can see within 30 feet until the start of your next turn. During that time, when the creature makes an attack roll or saving throw it must roll a {@dice d4} and add or subtract (your choice) the result from the attack roll or saving throw.", "For the next hour, whenever you make a Charisma check when interacting with fiends, your proficiency bonus is doubled if it applies to the check." ] } @@ -18318,11 +18363,11 @@ "items": [ "You grant the creature advantage on the next attack it makes and allow it to reroll 1 of the damage dice, however until the end of its next turn, attack rolls against it have advantage.", "You grant the creature an AC bonus equal to your Wisdom modifier (minimum +1) that lasts until the start of your next turn. However, the creature's speed is halved for the same duration.", - "You cause the creature to regain 1d8 + your spell casting modifier hit points, however the next attack it makes deals less damage equal to the hit points restored.", + "You cause the creature to regain {@dice 1d8} + your spell casting modifier hit points, however the next attack it makes deals less damage equal to the hit points restored.", "The creature regains an expended spell slot of your choice that is 1st level or higher. The spell slot can't be higher than 5th level or of a level higher than your highest level spell slot. When the creature uses the regained spell slot to cast a spell, each target of the spell gains a +4 bonus to its AC against the spell's attacks and has advantage on any saving throw it makes against the spell." ] }, - "Once you bestow one of these effects on a creature, you can't bestow that effect again until you finish a long rest." + "Once you bestow one of these effects on a creature, you can't bestow that effect again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -18336,7 +18381,7 @@ "level": 8, "header": 2, "entries": [ - "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any {@filter cleric cantrip|spells|source=|level=0|class=cleric|components & miscellaneous=}." ] }, { @@ -18352,7 +18397,7 @@ "entries": [ "Starting at 17th level, you know the deals made in the Nine Hells better than most and can strike a bargain with death itself for your personal gain. When a creature dies within 60 feet of you, you can use your reaction to bargain for its soul.", "When you do, the creature is returned to life with its maximum hit points reduced by half and an equal number of current hit points. When you revive a creature in this way, you can choose to {@condition charmed||charm} it, causing it to obey your verbal commands. After 1 minute has passed, the charmed condition ends and the creature immediately dies unless it was targeted by a spell or other effect that could return it to life, such as the {@spell revivify} spell. If a creature is targeted by such a spell, the charmed condition immediately ends and its maximum hit points are no longer reduced.", - "Once you use this feature, you can't do so again until you finish a long rest." + "Once you use this feature, you can't do so again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -18365,7 +18410,7 @@ "subclassSource": "UltimateAdventurer", "level": 1, "entries": [ - "Gods of love represent the concept in all its varied forms; altruism, family, fertility, passion, and romance. Some gods, such as Chauntea, Eldath, Arawai, and Dionysus place an emphasis on one of these facets over others. Other gods, including Lliira, Sune, Boldrei, Aphrodite, and Hathor, give all of these concepts equal importance. Followers of these gods serve as matchmakers and midwives for their communities. Some are called to serve as diplomats or peacekeepers, believing that love really can conquer all. It is rare for the clergy of gods of love to take vows of celibacy as part of their initiation.", + "Gods of love represent the concept in all its varied forms; altruism, family, fertility, passion, and romance. Some gods, such as {@deity Chauntea}, {@deity Eldath}, {@deity Arawai|eberron}, and {@deity Dionysus|greek} place an emphasis on one of these facets over others. Other gods, including Lliira, Sune, Boldrei, Aphrodite, and Hathor, give all of these concepts equal importance. Followers of these gods serve as matchmakers and midwives for their communities. Some are called to serve as diplomats or peacekeepers, believing that love really can conquer all. It is rare for the clergy of gods of love to take vows of celibacy as part of their initiation.", { "type": "table", "caption": "Love Domain Spells", @@ -18429,7 +18474,7 @@ } ], "entries": [ - "When you choose this domain at 1st level, you become proficient in your choice of two of the following skills: Insight, Performance, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.", + "When you choose this domain at 1st level, you become proficient in your choice of two of the following skills: {@skill Insight}, {@skill Performance}, or {@skill Persuasion}. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.", "In addition, you learn the {@spell friends} cantrip if you don't already know it. It counts as a cleric spell for you." ] }, @@ -18444,7 +18489,7 @@ "level": 2, "header": 2, "entries": [ - "Starting at 2nd level, you can use your Channel Divinity to exude an aura of goodwill and love.", + "Starting at 2nd level, you can use your {@classFeature Channel Divinity|Cleric||2} to exude an aura of goodwill and love.", "As an action, you project respect and admiration for 1 minute. All creatures within 30 feet of you who can see and hear you have disadvantage on attack rolls against you. A creature is not subject to this effect if it is immune to being {@condition charmed}. This effect ends early on a creature if you make an attack against it, deal it damage, or force it to make an ability check or saving throw." ] }, @@ -18459,7 +18504,7 @@ "level": 6, "header": 2, "entries": [ - "Starting at 6th level, you can use your Channel Divinity to woo others even when it seems your charms are failing. It can be used in two circumstances.", + "Starting at 6th level, you can use your {@classFeature Channel Divinity|Cleric||2} to woo others even when it seems your charms are failing. It can be used in two circumstances.", "When a creature succeeds on a saving throw against a {@condition charmed||charm} effect caused by you, you can use your reaction to force the creature to reroll the saving throw and use the second result.", "Alternatively, when you make a Charisma ability check, you can use your reaction to reroll the ability check. You can wait until after the DM declares whether the original result was a success or not and you must use the second result, even if it is lower." ] @@ -18475,7 +18520,7 @@ "level": 8, "header": 2, "entries": [ - "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any {@filter cleric cantrip|spells|source=|level=0|class=cleric|components & miscellaneous=}." ] }, { @@ -18489,7 +18534,7 @@ "level": 17, "header": 2, "entries": [ - "At 17th level, you can channel pure passion when you speak. As an action, you can command each creature within 60 feet who can hear you and shares any language with you to treat others kindly. When you do, each target must succeed on a Wisdom saving throw or be {@condition charmed} by you and all other creatures targeted by this ability. This charmed effect lasts for 8 hours or until the creature takes damage from you or any of your allies." + "At 17th level, you can channel pure passion when you speak. As an action, you can command each creature within 60 feet who can hear you and shares any language with you to treat others kindly. When you do, each target must succeed on a Wisdom saving throw or be {@condition charmed} by you and all other creatures targeted by this ability. This {@condition charmed} effect lasts for 8 hours or until the creature takes damage from you or any of your allies." ] }, { @@ -18604,7 +18649,7 @@ "level": 2, "header": 2, "entries": [ - "Starting at 2nd level, you can use your Channel Divinity to look into the near future and see the shape of things to come. As a bonus action, you roll a d20 and record the result. Within the next hour, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretold roll. You must choose to do this before the affected roll is made. Once the foretold roll is used, it is lost." + "Starting at 2nd level, you can use your {@classFeature Channel Divinity|Cleric||2} to look into the near future and see the shape of things to come. As a bonus action, you roll a {@dice d20} and record the result. Within the next hour, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretold roll. You must choose to do this before the affected roll is made. Once the foretold roll is used, it is lost." ] }, { @@ -18619,7 +18664,7 @@ "header": 2, "entries": [ "Starting at 6th level, you can use a bonus action to give a piece of cryptic advice to a creature who can hear you that you share a language with. Once within the next hour, after that creature makes an attack roll, ability check, or saving throw, it can recall your cryptic advice to reroll the die, using the second result instead. It must choose to do this after it rolls but before the DM declares whether the result is a success or a failure.", - "You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all of your expended uses when you finish a long rest." + "You can use this feature a number of times equal to your Wisdom modifier (minimum 1), and you regain all of your expended uses when you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -18633,7 +18678,7 @@ "level": 8, "header": 2, "entries": [ - "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any {@filter cleric cantrip|spells|source=|level=0|class=cleric|components & miscellaneous=}." ] }, { @@ -18647,7 +18692,7 @@ "level": 17, "header": 2, "entries": [ - "Starting at 17th level, when you cast the {@spell guidance} cantrip, the casting time is 1 bonus action, the range is 30 feet, and it does not require your concentration." + "Starting at 17th level, when you cast the {@spell guidance} cantrip, the casting time is 1 bonus action, the range is 30 feet, and it does not require your {@condition concentration}." ] }, { @@ -18662,7 +18707,7 @@ "entries": [ "One of the central tenets of existence is the inexorable passage of time — the succession of past, present, and future that guides and governs a mortal's perception of life. To some, time is an enemy, one they have either conquered or been defeated by. To others, it is a comfort, a promise of new experiences or a distance from others.", "Gods of the Time domain may not experience time as mortals do, but they understand what its passage represents and the necessity of its continued flow. Clerics of these deities can manipulate the flow of time in minor ways, and have the responsibility to use these abilities to further the intentions of their god, which often include ensuring time flows unhindered and that irresponsible beings do not seek to enforce their will on its passage.", - "Deities of this domain include Amaunator, Labelas, Aureon, Chronos, the Norns, Huh, and Father Time.", + "Deities of this domain include {@deity Amaunator|faerûnian|SCAG}, {@deity Labelas Enoreth|elven|SCAG|Labelas}, {@deity Aureon|eberron}, Chronos, the Norns, Huh, and Father Time.", { "type": "table", "caption": "Time Domain Spells", @@ -18733,7 +18778,7 @@ "header": 1, "entries": [ "Also at 1st level, you gain the ability to manipulate seconds of time to avoid danger and make opportunities for yourself. You can use a bonus action on your turn to take the {@action Dash}, {@action Disengage}, or {@action Dodge} action a number of times equal to your proficiency bonus.", - "You regain all expended uses when you finish a long rest." + "You regain all expended uses when you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -18748,7 +18793,7 @@ "header": 2, "entries": [ "Starting at 2nd level, you can grant your allies precious time when it matters most.", - "You can use a bonus action to expend a use of your Channel Divinity, choosing a creature you can see within 30 feet and blessing it with spare time. Once within the next minute, the creature can use its bonus action to make one weapon attack or to take the {@action Dash}, {@action Disengage}, {@action Dodge}, {@action Help}, {@action Hide}, {@action Search}, or {@action Use an Object} action." + "You can use a bonus action to expend a use of your {@classFeature Channel Divinity|Cleric||2}, choosing a creature you can see within 30 feet and blessing it with spare time. Once within the next minute, the creature can use its bonus action to make one weapon attack or to take the {@action Dash}, {@action Disengage}, {@action Dodge}, {@action Help}, {@action Hide}, {@action Search}, or {@action Use an Object} action." ] }, { @@ -18763,7 +18808,7 @@ "header": 2, "entries": [ "Beginning at 6th level, you can delay an enemy's action to give others the opportunity to react. When a hostile creature takes an action, you can use your reaction to force it to make a Wisdom saving throw. On a failed save, the creature's turn immediately ends. The described action does not immediately happen, but instead occurs at the start of the creature's next turn before it takes its turn. If the action had a specific target that is no longer in range, the creature can choose a new target for the action. On a successful save, the creature can take the action that turn but must choose a new target, if the action requires targeting a creature.", - "Once you use this feature, you can't use it again until you finish a long rest." + "Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -18777,7 +18822,7 @@ "level": 8, "header": 2, "entries": [ - "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any {@filter cleric cantrip|spells|source=|level=0|class=cleric|components & miscellaneous=}." ] }, { @@ -18792,7 +18837,7 @@ "header": 2, "entries": [ "At 17th level, your faith empowers you to halt the very flow of time. You can cast {@spell time stop} without expending a spell slot. When you cast time stop using this feature, you can choose a number of creatures you can see up to the number of turns you rolled. Each of the chosen creatures takes one of the additional turns in your stead, following the rules described in the time stop spell. You choose the order in which the additional turns are taken.", - "Once you use this feature, you can't use it again until you finish a long rest." + "Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|long rest}." ] }, { @@ -25755,8 +25800,8 @@ "level": 10, "header": 2, "entries": [ - "Starting at 10th level, you gain the ability to lend a piece of your resilience to your allies. When you enter a {@classFeature Rage|Barbarian|PHB|1} or {@subclassFeature Quietude|Barbarian||Sylvan Warden|UltimateAdventurer|3}, you create an aura that remains for 1 minute and extends 10 feet from you in every direction, but not through {@quickref Cover|PHB|3|0|total cover}. While within your aura, each creature of your choice gains resistance to bludgeoning, piercing, and slashing damage if you are in a rage or resistance to damage from spells if you are in quietude.", - "Once you use this feature, you can't use it again until you finish a {@quickref resting|phb|2|0|short or long rest}." + "Starting at 10th level, you gain the ability to lend a piece of your resilience to your allies. When you enter a {@classFeature Rage|Barbarian||1} or {@subclassFeature Quietude|Barbarian||Sylvan Warden|UltimateAdventurer|3}, you create an aura that remains for 1 minute and extends 10 feet from you in every direction, but not through {@quickref Cover|PHB|3|0|total cover}. While within your aura, each creature of your choice gains resistance to bludgeoning, piercing, and slashing damage if you are in a rage or resistance to damage from spells if you are in quietude.", + "Once you use this feature, you can't use it again until you finish a {@quickref resting||2|0|short or long rest}." ] }, {