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 7c1410e79..c5f9c2f5f 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 @@ -46,13 +46,428 @@ "LDis": "Light Discipline", "MysTattoo": "Mystical Tattoo", "Eye Ray": "Eye Rays", - "UAH:PD": "Prophecy Domain: Oracle's Burden" + "UAH:PD": "Prophecy Domain: Oracle's Burden", + "Conc": "Concoction" }, "dateAdded": 0, "dateLastModified": 0, "edition": "classic" }, + "book": [ + { + "name": "The Ultimate Adventurer's Handbook", + "id": "UAH", + "source": "UltimateAdventurer", + "group": "homebrew", + "cover": { + "type": "external", + "url": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Book/cover.webp" + }, + "published": "2022-11-22", + "author": "Benjamin Huffman", + "contents": [ + { + "name": "Introduction" + }, + { + "name": "Chapter 1: Character Races", + "headers": [ + { + "header": "Beastfolk", + "depth": 1 + }, + { + "header": "Grimalkin", + "depth": 1 + }, + { + "header": "Half-Dwarf", + "depth": 1 + }, + { + "header": "Kilnkin", + "depth": 1 + }, + { + "header": "Lemurian", + "depth": 1 + }, + { + "header": "Oculus", + "depth": 1 + }, + { + "header": "Ratter", + "depth": 1 + }, + { + "header": "Saurian", + "depth": 1 + } + ] + }, + { + "name": "Chapter 2: Adventuring Paths", + "headers": [ + "Artificer", + { + "header": "Additional Artificer Spells", + "depth": 1 + }, + { + "header": "Cognician", + "depth": 1 + }, + { + "header": "Demolitionist", + "depth": 1 + }, + { + "header": "Mechanic", + "depth": 1 + }, + { + "header": "Oozologist", + "depth": 1 + }, + { + "header": "Scrapper", + "depth": 1 + }, + { + "header": "Transmortalist", + "depth": 1 + }, + "Barbarian", + "Bard", + "Cleric", + "Druid", + "Fighter", + "Monk", + "Paladin", + "Ranger", + "Rogue", + "Sorcerer", + "Warlock", + "Wizard", + { + "header": "Bard", + "depth": 1 + }, + { + "header": "Cleric", + "depth": 1 + }, + { + "header": "Druid", + "depth": 1 + }, + { + "header": "Fighter", + "depth": 1 + }, + { + "header": "Monk", + "depth": 1 + }, + { + "header": "Paladin", + "depth": 1 + }, + { + "header": "Ranger", + "depth": 1 + }, + { + "header": "Rogue", + "depth": 1 + }, + { + "header": "Sorcerer", + "depth": 1 + }, + { + "header": "Warlock", + "depth": 1 + }, + { + "header": "Wizard", + "depth": 1 + } + ] + }, + { + "name": "Chapter 3: Classes of the DMsGuild", + "headers": [ + "Amphibios/Laterreprosp", + { + "header": "History", + "depth": 1 + }, + { + "header": "Current Events", + "depth": 1 + }, + { + "header": "Oudaarde", + "depth": 1 + }, + { + "header": "Exploring Amphibios", + "depth": 1 + }, + { + "header": "Amphibios Sites", + "depth": 1 + }, + { + "header": "Dragonstooth Burrow", + "depth": 1 + }, + { + "header": "Example Treasure", + "depth": 1 + }, + "Breezeport", + { + "header": "Citizenry", + "depth": 1 + }, + { + "header": "Atmosphere", + "depth": 1 + }, + { + "header": "Government", + "depth": 1 + }, + { + "header": "Defense", + "depth": 1 + }, + { + "header": "Commerce", + "depth": 1 + }, + { + "header": "Other Factions & Organizations", + "depth": 1 + }, + { + "header": "Locations in Breezeport", + "depth": 1 + }, + { + "header": "Sailboat Races", + "depth": 1 + }, + { + "header": "Random Encounters", + "depth": 1 + }, + { + "header": "Example Treasure", + "depth": 1 + } + ] + }, + { + "name": "Chapter 4: Feats & Spells", + "headers": [ + "Amphibious Stat Blocks" + ] + }, + { + "name": "Chapter 5: Equipment & Magic Items", + "headers": [ + "Amphibious Stat Blocks" + ] + } + ] + } + ], + "bookData": [ + { + "id": "UAH", + "source": "UltimateAdventurer", + "data": [ + { + "type": "section", + "name": "Chapter 2: Adventuring Paths", + "page": 31, + "entries": [ + { + 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"https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/artificer/Mechanic.webp" + }, + "title": "{@class Artificer|TCE|Mechanic|Mechanic|UltimateAdventurer|3-0}", + "width": 1000, + "height": 834, + "credit": "Jestockart" + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/artificer/Oozologist.webp" + }, + "title": "{@class Artificer|TCE|Oozologist|Oozologist|UltimateAdventurer|3-0}", + "width": 1000, + "height": 834, + "credit": "Felipe Gaona" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/artificer/Scrapper.webp" + }, + "title": "{@class Artificer|TCE|Scrapper|Scrapper|UltimateAdventurer|3-0}", + "width": 1000, + "height": 834, + "credit": "Roselysium" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/artificer/Transmortalist.webp" + }, + "title": "{@class Artificer|TCE|Transmortalist|Transmortalist|UltimateAdventurer|3-0}", + "width": 1000, + "height": 834, + "credit": "Dean Spencer" + } + ] + } + ] + }, + { + "type": "entries", + "name": "Barbarian", + "page": 43, + "entries": [ + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/barbarian/path-of-blood.webp" + }, + "title": "{@class Barbarian||Path of Blood|Blood|UltimateAdventurer|3-0}", + "width": 1000, + "height": 834, + "credit": "Dean Spencer" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/barbarian/path-of-the-rune-sage.webp" + }, + "title": "{@class Barbarian||Path of the Rune Sage|Rune Sage|UltimateAdventurer|3-0}", + "width": 1000, + "height": 834, + "credit": "Dean Spencer" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/barbarian/path-of-the-skinchanger.webp" + }, + "title": "{@class Barbarian||Path of the Skinchanger|Skinchanger|UltimateAdventurer|3-0}", + "width": 1000, + "height": 834, + "credit": "Dean Spencer" + } + ] + }, + { + "type": "gallery", + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/barbarian/path-of-the-stampede.webp" + }, + "title": "{@class Barbarian||Path of the Stampede|Stampede|UltimateAdventurer|3-0}", + "width": 1000, + "height": 834, + "credit": "Jestockart" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/barbarian/path-of-the-sylvan-warden.webp" + }, + "title": "{@class Barbarian||Path of the Sylvan Warden|Sylvan Warden|UltimateAdventurer|3-0}", + "width": 1000, + "height": 834, + "credit": "Shepherd" + }, + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/barbarian/path-of-the-war-chief.webp" + }, + "title": "{@class Barbarian||Path of the War Chief|War Chief|UltimateAdventurer|3-0}", + "width": 1000, + "height": 834, + "credit": "Forrest Imel" + } + ] + } + ] + } + ] + } + ] + } + ], "language": [ { "name": "ratter", @@ -9193,2603 +9608,2565 @@ } ] } - } - ], - "subclassFeature": [ - { - "name": "Path of the War Chief", - "source": "UltimateAdventurer", - "page": 49, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "War Chief", - "subclassSource": "UltimateAdventurer", - "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|UltimateAdventurer|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Tribal Leader|Barbarian||War Chief|UltimateAdventurer|3" - } - ] }, - { - "name": "Bonus Proficiency", + { + "name": "Apothecary", + "shortName": "Apothecary", "source": "UltimateAdventurer", - "page": 49, - "className": "Barbarian", + "className": "Rogue", "classSource": "PHB", - "subclassShortName": "War Chief", - "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 1, - "skillProficiencies": [ + "page": 112, + "subclassFeatures": [ + "Apothecary|Rogue|PHB|Apothecary|UltimateAdventurer|3", + "Biochemical Lore|Rogue|PHB|Apothecary|UltimateAdventurer|9", + "Preventative Measures|Rogue|PHB|Apothecary|UltimateAdventurer|13", + "Cocktail Crafter|Rogue|PHB|Apothecary|UltimateAdventurer|17" + ], + "optionalfeatureProgression": [ { - "choose": { - "from": [ - "history", - "intimidation", - "performance", - "persuasion" - ] + "name": "Craft Concoction", + "featureType": [ + "Conc" + ], + "progression": { + "3": 3, + "9": 5, + "13": 7, + "17": 9 } } ], - "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." - ] + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/rogue/apothecary.webp" + } + } + ] + } }, { - "name": "Tribal Leader", + "name": "Bouncer", + "shortName": "Bouncer", "source": "UltimateAdventurer", - "page": 49, - "className": "Barbarian", + "className": "Rogue", "classSource": "PHB", - "subclassShortName": "War Chief", - "subclassSource": "UltimateAdventurer", - "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." - ] + "page": 114, + "subclassFeatures": [ + "Bouncer|Rogue|PHB|Bouncer|UltimateAdventurer|3", + "Barroom Brawler|Rogue|PHB|Bouncer|UltimateAdventurer|9", + "Menacing Glare|Rogue|PHB|Bouncer|UltimateAdventurer|13", + "Ballroom Blitzer|Rogue|PHB|Bouncer|UltimateAdventurer|17" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/rogue/bouncer.webp" + } + } + ] + } }, { - "name": "War Song", + "name": "Paramour", + "shortName": "Paramour", "source": "UltimateAdventurer", - "page": 49, - "className": "Barbarian", + "className": "Rogue", "classSource": "PHB", - "subclassShortName": "War Chief", - "subclassSource": "UltimateAdventurer", - "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." - ] + "page": 115, + "subclassFeatures": [ + "Paramour|Rogue|PHB|Paramour|UltimateAdventurer|3", + "Language of Love|Rogue|PHB|Paramour|UltimateAdventurer|9", + "Jaded Jilter|Rogue|PHB|Paramour|UltimateAdventurer|13", + "Honeyed Words|Rogue|PHB|Paramour|UltimateAdventurer|17" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/rogue/paramour.webp" + } + } + ] + } }, { - "name": "Commanding Presence", + "name": "Phantom Thief", + "shortName": "Phantom Thief", "source": "UltimateAdventurer", - "page": 49, - "className": "Barbarian", + "className": "Rogue", "classSource": "PHB", - "subclassShortName": "War Chief", - "subclassSource": "UltimateAdventurer", - "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." - ] + "page": 116, + "subclassFeatures": [ + "Phantom Thief|Rogue|PHB|Phantom Thief|UltimateAdventurer|3", + "Ace in the Hole|Rogue|PHB|Phantom Thief|UltimateAdventurer|9", + "Hole Carding|Rogue|PHB|Phantom Thief|UltimateAdventurer|13", + "Full House|Rogue|PHB|Phantom Thief|UltimateAdventurer|17" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/rogue/phantom-thief.webp" + } + } + ] + } }, { - "name": "Chieftain's Voice", + "name": "Street Rat", + "shortName": "Street Rat", "source": "UltimateAdventurer", - "page": 50, - "className": "Barbarian", + "className": "Rogue", "classSource": "PHB", - "subclassShortName": "War Chief", - "subclassSource": "UltimateAdventurer", - "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." - ] + "page": 117, + "subclassFeatures": [ + "Street Rat|Rogue|PHB|Street Rat|UltimateAdventurer|3", + "Cunning Vermin|Rogue|PHB|Street Rat|UltimateAdventurer|9", + "Pet Peeve|Rogue|PHB|Street Rat|UltimateAdventurer|13", + "Adventuring Company|Rogue|PHB|Street Rat|UltimateAdventurer|17" + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/rogue/street-rat.webp" + } + } + ] + } }, - { - "name": "Path of the Stampede", + { + "name": "Zealous Inquisitor", + "shortName": "Zealous Inquisitor", "source": "UltimateAdventurer", - "page": 47, - "className": "Barbarian", + "className": "Rogue", "classSource": "PHB", - "subclassShortName": "Stampede", - "subclassSource": "UltimateAdventurer", - "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|UltimateAdventurer|3" - }, + "page": 119, + "subclassFeatures": [ + "Zealous Inquisitor|Rogue|PHB|Zealous Inquisitor|UltimateAdventurer|3", + "None Expect It|Rogue|PHB|Zealous Inquisitor|UltimateAdventurer|9", + "Divine Reward|Rogue|PHB|Zealous Inquisitor|UltimateAdventurer|13", + "Silence the Heretics|Rogue|PHB|Zealous Inquisitor|UltimateAdventurer|13", + "Divine Judge|Rogue|PHB|Zealous Inquisitor|UltimateAdventurer|17" + ], + "subclassSpells": [ { - "type": "refSubclassFeature", - "subclassFeature": "Wild March|Barbarian||Stampede|UltimateAdventurer|3" + "className": "Cleric", + "classSource": "PHB" + }, + { + "className": "Cleric", + "classSource": "XPHB" + } + ], + "subclassTableGroups": [ + { + "colLabels": [ + "{@filter Cantrips Known|spells|level=0|class=Cleric}", + "Spells Known", + "Spell Slots", + "Slot Level" + ], + "rows": [ + [ + 0, + 0, + 0, + 0 + ], + [ + 0, + 0, + 0, + 0 + ], + [ + 2, + 3, + 1, + "{@filter 1st|spells|level=1|class=Cleric}" + ], + [ + 2, + 4, + 1, + "{@filter 1st|spells|level=1|class=Cleric}" + ], + [ + 2, + 4, + 2, + "{@filter 1st|spells|level=1|class=Cleric}" + ], + [ + 2, + 4, + 2, + "{@filter 1st|spells|level=1|class=Cleric}" + ], + [ + 2, + 5, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ], + [ + 2, + 6, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ], + [ + 2, + 6, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ], + [ + 3, + 7, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ], + [ + 3, + 8, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ], + [ + 3, + 8, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ], + [ + 3, + 8, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ], + [ + 3, + 9, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ], + [ + 3, + 9, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ], + [ + 3, + 10, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ], + [ + 3, + 10, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ], + [ + 3, + 10, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ], + [ + 3, + 10, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ], + [ + 3, + 11, + 2, + "{@filter 2nd|spells|level=1;2|class=Cleric}" + ] + ] } - ] - }, - { - "name": "Thundering Stampede", - "source": "UltimateAdventurer", - "page": 46, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Stampede", - "subclassSource": "UltimateAdventurer", - "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": "UltimateAdventurer", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Stampede", - "subclassSource": "UltimateAdventurer", - "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": "UltimateAdventurer", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Stampede", - "subclassSource": "UltimateAdventurer", - "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." - ] + ], + "additionalSpells": [ + { + "expanded": { + "3": [ + { + "all": "level=0|class=Cleric" + }, + { + "all": "level=1|class=Cleric" + } + ], + "7": [ + { + "all": "level=2|class=Cleric" + } + ] + } + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/rogue/zealous-inquisitor.webp" + } + } + ] + } }, { - "name": "Unstoppable Momentum", + "name": "Path of the Rune Sage", "source": "UltimateAdventurer", - "page": 47, + "page": 44, + "shortName": "Rune Sage", "className": "Barbarian", "classSource": "PHB", - "subclassShortName": "Stampede", - "subclassSource": "UltimateAdventurer", - "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": "UltimateAdventurer", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Stampede", - "subclassSource": "UltimateAdventurer", - "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": "UltimateAdventurer", - "page": 46, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Skinchanger", - "subclassSource": "UltimateAdventurer", - "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|UltimateAdventurer|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Skinchanging|Barbarian||Skinchanger|UltimateAdventurer|3" - } - ] - }, - { - "name": "Sacred Hunt", - "source": "UltimateAdventurer", - "page": 46, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Skinchanger", - "subclassSource": "UltimateAdventurer", - "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": "UltimateAdventurer", - "page": 46, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Skinchanger", - "subclassSource": "UltimateAdventurer", - "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": "UltimateAdventurer", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Skinchanger", - "subclassSource": "UltimateAdventurer", - "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": "UltimateAdventurer", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Skinchanger", - "subclassSource": "UltimateAdventurer", - "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": "UltimateAdventurer", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Skinchanger", - "subclassSource": "UltimateAdventurer", - "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": "UltimateAdventurer", - "page": 47, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Blood", - "subclassSource": "UltimateAdventurer", - "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|UltimateAdventurer|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Carnage|Barbarian||Blood|UltimateAdventurer|3" - } - ] - }, - { - "name": "Bloodwork", - "source": "UltimateAdventurer", - "page": 43, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Blood", - "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 1, - "skillProficiencies": [ - { - "medicine": true - } + "subclassFeatures": [ + "Path of the Rune Sage|Barbarian||Rune Sage|UltimateAdventurer|3", + "Runic Resilience|Barbarian||Rune Sage|UltimateAdventurer|6", + "Runic Resonance|Barbarian||Rune Sage|UltimateAdventurer|10", + "Runic Rage|Barbarian||Rune Sage|UltimateAdventurer|14" ], - "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": "UltimateAdventurer", - "page": 43, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Blood", - "subclassSource": "UltimateAdventurer", - "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": "UltimateAdventurer", - "page": 43, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Blood", - "subclassSource": "UltimateAdventurer", - "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": "UltimateAdventurer", - "page": 43, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Blood", - "subclassSource": "UltimateAdventurer", - "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": "UltimateAdventurer", - "page": 44, - "className": "Barbarian", - "classSource": "PHB", - "subclassShortName": "Blood", - "subclassSource": "UltimateAdventurer", - "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." - ] - }, + "spellcastingAbility": "int", + "casterProgression": "1/3", + "subclassSpells": [ { - "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." - ] - }, + "className": "Wizard", + "classSource": "PHB" + }, { - "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." - ] - }, - { - "name": "Cognician", - "source": "UltimateAdventurer", - "className": "Artificer", - "classSource": "TCE", - "page": 32, - "subclassShortName": "Cognician", - "subclassSource": "UltimateAdventurer", - "level": 3, - "entries": [ - "Cognicians are artificers who have specialized in the creation of helms that enhance cognitive abilities and awaken latent psionic powers. 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." + "className": "Wizard", + "classSource": "XPHB" + } + ], + "cantripProgression": [ + 0, + 0, + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3 ], - "toolProficiencies": [ + "additionalSpells": [ { - "jeweler's tools": true + "expanded": { + "3": [ + { + "all": "level=0|class=Wizard" + }, + { + "all": "level=1|class=Wizard" + } + ], + "7": [ + { + "all": "level=2|class=Wizard" + } + ], + "13": [ + { + "all": "level=3|class=Wizard" + } + ], + "19": [ + { + "all": "level=4|class=Wizard" + } + ] + } } - ] - }, - { - "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.", + ], + "subclassTableGroups": [ { - "type": "table", - "caption": "Cognician Spells", - "colLabels": [ - "Artificer Level", - "Spells" + "subclasses": [ + { + "name": "Path of the Rune Sage", + "source": "UltimateAdventurer" + } ], - "colStyles": [ - "col-2 text-center", - "col-10" + "colLabels": [ + "{@filter Cantrips Known|spells|level=0|class=Wizard}" ], "rows": [ [ - "3rd", - "{@spell comprehend languages}, {@spell sleep}" + 0 ], [ - "5th", - "{@spell detect thoughts}, {@spell Tasha's mind whip|TCE}" + 0 ], [ - "9th", - "{@spell clairvoyance}, {@spell intellect fortress|TCE}" + 2 ], [ - "13th", - "{@spell confusion}, {@spell phantasmal killer}" + 2 ], [ - "17th", - "{@spell synaptic static|XGE}, {@spell telekinesis}" + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 ] ] - } - ] - }, - { - "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." - }, + "title": "Spell Slots per Spell Level", + "subclasses": [ { - "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": "Path of the Rune Sage", + "source": "UltimateAdventurer" } - ] - } - ] - }, - { - "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" + "colLabels": [ + "{@filter 1st|spells|level=1|class=Wizard}", + "{@filter 2nd|spells|level=2|class=Wizard}", + "{@filter 3rd|spells|level=3|class=Wizard}", + "{@filter 4th|spells|level=4|class=Wizard}" ], - "rows": [ + "rowsSpellProgression": [ [ - "3rd", - "{@spell fog cloud}, {@spell ice knife|XGE}" + 0, + 0, + 0, + 0 ], [ - "5th", - "{@spell knock}, {@spell shatter}" + 0, + 0, + 0, + 0 ], [ - "9th", - "{@spell fireball}, {@spell stinking cloud}" + 2, + 0, + 0, + 0 ], [ - "13th", - "{@spell sickening radiance|XGE}, {@spell vitriolic sphere|XGE}" + 3, + 0, + 0, + 0 ], [ - "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": [ + 3, + 0, + 0, + 0 + ], [ - "Force Grenade", - "The charge detonates on impact." + 3, + 0, + 0, + 0 ], [ - "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." + 4, + 2, + 0, + 0 ], [ - "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." + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 1 ] ] } - ] - }, - { - "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" - } - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/barbarian/path-of-the-rune-sage.webp" + } + } + ] + } }, { - "name": "Tools of the Trade", + "name": "Path of the Sylvan Warden", "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)}." + "page": 48, + "shortName": "Sylvan Warden", + "className": "Barbarian", + "classSource": "PHB", + "subclassFeatures": [ + "Path of the Sylvan Warden|Barbarian||Sylvan Warden|UltimateAdventurer|3", + "The Calm in the Fury|Barbarian||Sylvan Warden|UltimateAdventurer|6", + "Warden's Respite|Barbarian||Sylvan Warden|UltimateAdventurer|10", + "Font of Life|Barbarian||Sylvan Warden|UltimateAdventurer|14" ], - "toolProficiencies": [ + "spellcastingAbility": "wis", + "casterProgression": "1/3", + "subclassSpells": [ + { + "className": "Druid", + "classSource": "PHB" + }, + { + "className": "Druid", + "classSource": "XPHB" + } + ], + "cantripProgression": [ + 0, + 0, + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3 + ], + "additionalSpells": [ { - "smith's tools": true, - "vehicles (land)": true, - "vehicles (water)": true, - "vehicles (air)": true - + "expanded": { + "3": [ + { + "all": "level=0|class=Druid" + }, + { + "all": "level=1|class=Druid" + } + ], + "7": [ + { + "all": "level=2|class=Druid" + } + ], + "13": [ + { + "all": "level=3|class=Druid" + } + ], + "19": [ + { + "all": "level=4|class=Druid" + } + ] + } } - ] - }, - { - "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.", + ], + "subclassTableGroups": [ { - "type": "table", - "caption": "Mechanic Spells", - "colLabels": [ - "Artificer Level", - "Spells" + "subclasses": [ + { + "name": "Path of Sylvan Warden", + "source": "UltimateAdventurer" + } ], - "colStyles": [ - "col-2 text-center", - "col-10" + "colLabels": [ + "{@filter Cantrips Known|spells|level=0|class=Druid}", + "{@filter Spells Known|spells|level=0;1;2;3;4|class=Druid}" ], "rows": [ [ - "3rd", - "{@spell longstrider}, {@spell Tenser's floating disk}" + 0, + 0 ], [ - "5th", - "{@spell find steed}, {@spell gust of wind}" + 0, + 0 ], [ - "9th", - "{@spell find vessel|UltimateAdventurer}, {@spell stinking cloud}" + 2, + 3 ], [ - "13th", - "{@spell dimension door}, {@spell find greater steed|XGE}" + 2, + 4 ], [ - "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." + 2, + 4 ], [ - "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." + 2, + 4 ], [ - "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." + 2, + 5 + ], + [ + 2, + 6 + ], + [ + 2, + 6 + ], + [ + 3, + 7 + ], + [ + 3, + 8 + ], + [ + 3, + 8 + ], + [ + 3, + 9 + ], + [ + 3, + 10 + ], + [ + 3, + 10 + ], + [ + 3, + 11 + ], + [ + 3, + 11 + ], + [ + 3, + 11 + ], + [ + 3, + 12 + ], + [ + 3, + 13 ] ] - } - ] - }, - { - "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" + "title": "Spell Slots per Spell Level", + "subclasses": [ + { + "name": "Path of the Sylvan Warden", + "source": "UltimateAdventurer" + } ], - "colStyles": [ - "col-2 text-center", - "col-9 text-left" + "colLabels": [ + "{@filter 1st|spells|level=1|class=Druid}", + "{@filter 2nd|spells|level=2|class=Druid}", + "{@filter 3rd|spells|level=3|class=Druid}", + "{@filter 4th|spells|level=4|class=Druid}" ], - "rows": [ + "rowsSpellProgression": [ [ - "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." + 0, + 0, + 0, + 0 ], [ - "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." + 0, + 0, + 0, + 0 ], [ - "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." + 2, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 1 ] ] } - ] - }, - { - "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" - } - ] + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/barbarian/path-of-the-sylvan-warden.webp" + } + } + ] + } }, { - "name": "Tool Proficiency", + "name": "Crusader", + "shortName": "Crusader", "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." + "className": "Fighter", + "classSource": "PHB", + "page": 79, + "subclassFeatures": [ + "Crusader|Fighter|PHB|Crusader|UltimateAdventurer|3", + "Channel Divinity: March to War|Fighter|PHB|Crusader|UltimateAdventurer|7", + "Glorious Bastion|Fighter|PHB|Crusader|UltimateAdventurer|10", + "Divine Surge|Fighter|PHB|Crusader|UltimateAdventurer|15", + "Deity's Chosen|Fighter|PHB|Crusader|UltimateAdventurer|18" ], - "toolProficiencies": [ + "spellcastingAbility": "wis", + "casterProgression": "1/3", + "subclassSpells": [ + { + "className": "Cleric", + "classSource": "PHB" + }, + { + "className": "Cleric", + "classSource": "XPHB" + } + ], + "cantripProgression": [ + 0, + 0, + 2, + 2, + 2, + 2, + 2, + 2, + 2, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3, + 3 + ], + "additionalSpells": [ { - "alchemist's supplies": true + "expanded": { + "3": [ + { + "all": "level=0|class=Cleric" + }, + { + "all": "level=1|class=Cleric" + } + ], + "7": [ + { + "all": "level=2|class=Cleric" + } + ], + "13": [ + { + "all": "level=3|class=Cleric" + } + ], + "19": [ + { + "all": "level=4|class=Cleric" + } + ] + } } - ] - }, - { - "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.", + ], + "subclassTableGroups": [ { - "type": "table", - "caption": "Oozologist Spells", - "colLabels": [ - "Artificer Level", - "Spells" + "subclasses": [ + { + "name": "Crusader", + "source": "UltimateAdventurer" + } ], - "colStyles": [ - "col-2 text-center", - "col-10" + "colLabels": [ + "{@filter Cantrips Known|spells|level=0|class=Cleric}" ], "rows": [ [ - "3rd", - "{@spell grease}, {@spell Tasha's caustic brew|TCE}" + 0 ], [ - "5th", - "{@spell hold person}, {@spell Melf's acid arrow}" + 0 ], [ - "9th", - "{@spell slow}, {@spell vampiric touch}" + 2 ], [ - "13th", - "{@spell freedom of movement}, {@spell vitriolic sphere|XGE}" + 2 ], [ - "17th", - "{@spell hold monster}, {@spell stolen life|UltimateAdventurer}" + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 2 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 + ], + [ + 3 ] ] - } - ] - }, - { - "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." - ] - }, + "title": "Spell Slots per Spell Level", + "subclasses": [ { - "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": "Crusader", + "source": "UltimateAdventurer" } - ] - } - ] - }, - { - "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." - ] + ], + "colLabels": [ + "{@filter 1st|spells|level=1|class=Cleric}", + "{@filter 2nd|spells|level=2|class=Cleric}", + "{@filter 3rd|spells|level=3|class=Cleric}", + "{@filter 4th|spells|level=4|class=Cleric}" + ], + "rowsSpellProgression": [ + [ + 0, + 0, + 0, + 0 + ], + [ + 0, + 0, + 0, + 0 + ], + [ + 2, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 3, + 0, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 2, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 0, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 2, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 0 + ], + [ + 4, + 3, + 3, + 1 + ], + [ + 4, + 3, + 3, + 1 + ] + ] + } + ], + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/fighter/crusader.webp" + } + } + ] + } }, { - "name": "Gelatinous Transformation", + "name": "Geomancer", + "shortName": "Geomancer", "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." - ] - }, + "className": "Ranger", + "classSource": "PHB", + "page": 108, + "subclassFeatures": [ + "Geomancer|Ranger|PHB|Geomancer|UltimateAdventurer|3", + "Geomantic Recovery|Ranger|PHB|Geomancer|UltimateAdventurer|7", + "Strength of the Earth|Ranger|PHB|Geomancer|UltimateAdventurer|11", + "Geomantic Shield|Ranger|PHB|Geomancer|UltimateAdventurer|15" + ], + "subSubclassSpells": { + "Arctic": [ + "ice knife|XGE", + "hold person", + "sleet storm", + "ice storm", + "cone of cold" + ], + "Coast": [ + "purify food and drink", + "misty step", + "water breathing", + "freedom of movement", + "maelstrom|XGE" + ], + "Desert": [ + "create or destroy water", + "dust devil|XGE", + "wall of sand|XGE", + "hallucinatory terrain", + "insect plague" + ], + "Forest": [ + "goodberry", + "barkskin", + "plant growth", + "guardian of nature|XGE", + "tree stride" + ], + "Grassland": [ + "beast bond|XGE", + "earthbind|XGE", + "speak with plants", + "conjure minor elementals", + "awaken" + ], + "Mountain": [ + "thunderwave", + "spider climb", + "meld into stone", + "stoneskin", + "wall of stone" + ], + "Settlement": [ + "charm person", + "knock", + "leomund's tiny hut", + "locate creature", + "animate objects" + ], + "Swamp": [ + "entangle", + "pass without trace", + "create bog|UltimateAdventurer", + "blight", + "contagion" + ], + "Underdark": [ + "snare|XGE", + "web", + "enemies abound|XGE", + "greater invisibility", + "cloudkill" + ] + }, + "fluff": { + "images": [ + { + "type": "image", + "href": { + "type": "external", + "url": "https://raw.githubusercontent.com/unknown117343/homebrew-img/ultimateadventurer/img/UltimateAdventurer/subclasses/ranger/geomancer.webp" + } + } + ] + } + } + ], + "subclassFeature": [ { - "name": "Scrapper", + "name": "Path of the War Chief", "source": "UltimateAdventurer", - "className": "Artificer", - "classSource": "TCE", - "page": 39, - "subclassShortName": "Scrapper", + "page": 49, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "War Chief", "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" - }, - { + "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": "Scrapper Spells|Artificer|TCE|Scrapper|UltimateAdventurer|3" + "subclassFeature": "Bonus Proficiency|Barbarian||War Chief|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Make It Work|Artificer|TCE|Scrapper|UltimateAdventurer|3" + "subclassFeature": "Tribal Leader|Barbarian||War Chief|UltimateAdventurer|3" } ] }, - { - "name": "Scrapper's Tools", + { + "name": "Bonus Proficiency", "source": "UltimateAdventurer", - "className": "Artificer", - "classSource": "TCE", - "page": 39, - "subclassShortName": "Scrapper", + "page": 49, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "War Chief", "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:", + "header": 1, + "skillProficiencies": [ { - "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." - ] + "choose": { + "from": [ + "history", + "intimidation", + "performance", + "persuasion" + ] + } } ], - "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}" - ] - ] - } + "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": "Make It Work", + "name": "Tribal Leader", "source": "UltimateAdventurer", - "className": "Artificer", - "classSource": "TCE", - "page": 39, - "subclassShortName": "Scrapper", + "page": 49, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "War Chief", "subclassSource": "UltimateAdventurer", "level": 3, - "header": 2, + "header": 1, "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." + "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": "Extra Attack", + "name": "War Song", "source": "UltimateAdventurer", - "className": "Artificer", - "classSource": "TCE", - "page": 40, - "subclassShortName": "Scrapper", + "page": 49, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "War Chief", "subclassSource": "UltimateAdventurer", - "level": 5, + "level": 6, "header": 2, "entries": [ - "Starting at 5th level, you can attack twice, rather than once, whenever you take the {@action Attack} action on your turn." + "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": "Fuse Item", + "name": "Commanding Presence", "source": "UltimateAdventurer", - "className": "Artificer", - "classSource": "TCE", - "page": 40, - "subclassShortName": "Scrapper", + "page": 49, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "War Chief", "subclassSource": "UltimateAdventurer", - "level": 9, + "level": 10, "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." + "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": "Scrapwave", + "name": "Chieftain's Voice", "source": "UltimateAdventurer", - "className": "Artificer", - "classSource": "TCE", - "page": 40, - "subclassShortName": "Scrapper", + "page": 50, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "War Chief", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 14, "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." + "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": "Transmortalist", + { + "name": "Path of the Stampede", "source": "UltimateAdventurer", - "className": "Artificer", - "classSource": "TCE", - "page": 39, - "subclassShortName": "Transmortalist", + "page": 47, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Stampede", "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" - }, + "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": "Transmortalist Spells|Artificer|TCE|Transmortalist|UltimateAdventurer|3" + "subclassFeature": "Thundering Stampede|Barbarian||Stampede|UltimateAdventurer|3" }, - { + { "type": "refSubclassFeature", - "subclassFeature": "Self Reforged|Artificer|TCE|Transmortalist|UltimateAdventurer|3" + "subclassFeature": "Wild March|Barbarian||Stampede|UltimateAdventurer|3" } ] }, { - "name": "Bonus Proficiency", + "name": "Thundering Stampede", "source": "UltimateAdventurer", - "className": "Artificer", - "classSource": "TCE", - "page": 40, - "subclassShortName": "Transmortalist", + "page": 46, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Stampede", "subclassSource": "UltimateAdventurer", "level": 3, - "header": 2, + "header": 1, "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 - } + "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": "Transmortalist Spells", + { + "name": "Wild March", "source": "UltimateAdventurer", - "className": "Artificer", - "classSource": "TCE", - "page": 40, - "subclassShortName": "Transmortalist", + "page": 47, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Stampede", "subclassSource": "UltimateAdventurer", "level": 3, - "header": 2, + "header": 1, "entries": [ - "Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the 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}" - ] - ] - } + "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": "Self Reforged", + "name": "Run With The Herd", "source": "UltimateAdventurer", - "className": "Artificer", - "classSource": "TCE", - "page": 39, - "subclassShortName": "Transmortalist", + "page": 47, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Stampede", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 6, "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)." + "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": "Extra Attack", + "name": "Unstoppable Momentum", "source": "UltimateAdventurer", - "className": "Artificer", - "classSource": "TCE", - "page": 41, - "subclassShortName": "Transmortalist", + "page": 47, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Stampede", "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, + "level": 10, "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}." + "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": "Performance Test", + "name": "Incite Stampede", "source": "UltimateAdventurer", - "className": "Artificer", - "classSource": "TCE", - "page": 41, - "subclassShortName": "Transmortalist", + "page": 47, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Stampede", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 14, "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}." + "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": "College of Beasts", + { + "name": "Path of the Skinchanger", "source": "UltimateAdventurer", - "className": "Bard", + "page": 46, + "className": "Barbarian", "classSource": "PHB", - "page": 51, - "subclassShortName": "Beasts", + "subclassShortName": "Skinchanger", "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.", + "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": "Beast Whisperer|Bard|PHB|Beasts|UltimateAdventurer|3" + "subclassFeature": "Sacred Hunt|Barbarian||Skinchanger|UltimateAdventurer|3" }, - { + { "type": "refSubclassFeature", - "subclassFeature": "Tiny Companion|Bard|PHB|Beasts|UltimateAdventurer|3" + "subclassFeature": "Skinchanging|Barbarian||Skinchanger|UltimateAdventurer|3" } ] }, { - "name": "Beast Whisperer", + "name": "Sacred Hunt", "source": "UltimateAdventurer", - "className": "Bard", + "page": 46, + "className": "Barbarian", "classSource": "PHB", - "page": 51, - "subclassShortName": "Beasts", + "subclassShortName": "Skinchanger", "subclassSource": "UltimateAdventurer", "level": 3, - "header": 2, + "header": 1, "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": [ + "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." + ] + }, { - "animal handling": true + "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": "Tiny Companion", + { + "name": "Skinchanging", "source": "UltimateAdventurer", - "className": "Bard", + "page": 46, + "className": "Barbarian", "classSource": "PHB", - "page": 52, - "subclassShortName": "Beasts", + "subclassShortName": "Skinchanger", "subclassSource": "UltimateAdventurer", "level": 3, - "header": 2, + "header": 1, "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." - ] - } - ] - } + "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": "Animal Allies", + "name": "Shape of the Lesser Beast", "source": "UltimateAdventurer", - "className": "Bard", + "page": 47, + "className": "Barbarian", "classSource": "PHB", - "page": 52, - "subclassShortName": "Beasts", + "subclassShortName": "Skinchanger", "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}." + "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": "Call Familiar", + "name": "Primal Rage", "source": "UltimateAdventurer", - "className": "Bard", + "page": 47, + "className": "Barbarian", "classSource": "PHB", - "page": 52, - "subclassShortName": "Beasts", + "subclassShortName": "Skinchanger", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 10, "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." + "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": "Mighty Companion", + "name": "Shape of the Greater Beast", "source": "UltimateAdventurer", - "className": "Bard", + "page": 47, + "className": "Barbarian", "classSource": "PHB", - "page": 52, - "subclassShortName": "Beasts", + "subclassShortName": "Skinchanger", "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." - ] - } - ] - } - + "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": "College of Canticles", + { + "name": "Path of Blood", "source": "UltimateAdventurer", - "className": "Bard", + "page": 47, + "className": "Barbarian", "classSource": "PHB", - "page": 53, - "subclassShortName": "Canticles", + "subclassShortName": "Blood", "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" - }, + "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": "Channel Divinity|Bard|PHB|Canticles|UltimateAdventurer|3" + "subclassFeature": "Bloodwork|Barbarian||Blood|UltimateAdventurer|3" }, - { + { "type": "refSubclassFeature", - "subclassFeature": "Hallowed Inspiration|Bard|PHB|Canticles|UltimateAdventurer|3" + "subclassFeature": "Carnage|Barbarian||Blood|UltimateAdventurer|3" } - ] }, { - "name": "Joyful Noise", + "name": "Bloodwork", "source": "UltimateAdventurer", - "className": "Bard", + "page": 43, + "className": "Barbarian", "classSource": "PHB", - "page": 53, - "subclassShortName": "Canticles", + "subclassShortName": "Blood", "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": [ + "header": 1, + "skillProficiencies": [ { - "celestial": true + "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": "Channel Divinity", + { + "name": "Carnage", "source": "UltimateAdventurer", - "className": "Bard", + "page": 43, + "className": "Barbarian", "classSource": "PHB", - "page": 53, - "subclassShortName": "Canticles", + "subclassShortName": "Blood", "subclassSource": "UltimateAdventurer", "level": 3, - "header": 2, + "header": 1, "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." - ] - } + "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": "Hallowed Inspiration", + "name": "Scarification", "source": "UltimateAdventurer", - "className": "Bard", + "page": 43, + "className": "Barbarian", "classSource": "PHB", - "page": 53, - "subclassShortName": "Canticles", + "subclassShortName": "Blood", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 6, "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." + "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": "Divinity School", + "name": "Bloodseeker", "source": "UltimateAdventurer", - "className": "Bard", + "page": 43, + "className": "Barbarian", "classSource": "PHB", - "page": 53, - "subclassShortName": "Canticles", + "subclassShortName": "Blood", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 10, "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." + "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": "Consecrated Choir", + "name": "Intrinsic Power", "source": "UltimateAdventurer", - "className": "Bard", + "page": 44, + "className": "Barbarian", "classSource": "PHB", - "page": 53, - "subclassShortName": "Canticles", + "subclassShortName": "Blood", "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." + "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." ] }, { - "name": "College of Drama", + "name": "Cognician", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 54, - "subclassShortName": "Drama", + "className": "Artificer", + "classSource": "TCE", + "page": 32, + "subclassShortName": "Cognician", "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.", + "Cognicians are artificers who have specialized in the creation of helms that enhance cognitive abilities and awaken latent psionic powers. 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": "Method Actor|Bard|PHB|Drama|UltimateAdventurer|3" + "subclassFeature": "Tool Proficiency|Artificer|TCE|Cognician|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Starring Role|Bard|PHB|Drama|UltimateAdventurer|3" + "subclassFeature": "Cognician Spells|Artificer|TCE|Cognician|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cerebral Helm|Artificer|TCE|Cognician|UltimateAdventurer|3" } - ] }, { - "name": "Method Actor", + "name": "Tool Proficiency", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 54, - "subclassShortName": "Drama", + "className": "Artificer", + "classSource": "TCE", + "page": 32, + "subclassShortName": "Cognician", "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 - } + "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": [ { - "disguise kit": true + "jeweler's tools": true } ] }, { - "name": "Starring Role", + "name": "Cognician Spells", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 54, - "subclassShortName": "Drama", + "className": "Artificer", + "classSource": "TCE", + "page": 32, + "subclassShortName": "Cognician", "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}." + "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": "Magnetic Presence", + "name": "Cerebral Helm", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 53, - "subclassShortName": "Drama", + "className": "Artificer", + "classSource": "TCE", + "page": 33, + "subclassShortName": "Cognician", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 3, "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)." - ] - } + "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": "Take a Bow", + "name": "Psionic Amplification", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 54, - "subclassShortName": "Drama", + "className": "Artificer", + "classSource": "TCE", + "page": 33, + "subclassShortName": "Cognician", "subclassSource": "UltimateAdventurer", - "level": 14, + "level": 5, "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}." + "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": "College of Fortune", + "name": "Parallel Processing Power", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 55, - "subclassShortName": "Fortune", + "className": "Artificer", + "classSource": "TCE", + "page": 33, + "subclassShortName": "Cognician", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 9, + "header": 2, "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.", + "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": "refSubclassFeature", - "subclassFeature": "Gambler's Conceit|Bard|PHB|Fortune|UltimateAdventurer|3" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Push Your Luck|Bard|PHB|Fortune|UltimateAdventurer|3" + "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": "Gambler's Conceit", + "name": "Surpass Cognitive Potential", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 55, - "subclassShortName": "Fortune", + "className": "Artificer", + "classSource": "TCE", + "page": 33, + "subclassShortName": "Cognician", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 15, "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": [ + "At 15th level, the cumulative effect of wearing your cerebral helm has left you permanently cognitively enhanced. You gain the following benefits:", { - "choose": { - "from": [ - "deception", - "insight", - "perception", - "sleight of hand" - ], - "count": 1 - } + "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": "Push Your Luck", + "name": "Demolitionist", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 55, - "subclassShortName": "Fortune", + "className": "Artificer", + "classSource": "TCE", + "page": 34, + "subclassShortName": "Demolitionist", "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." + "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": "College of Pantomime", + "name": "Tool Proficiency", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 56, - "subclassShortName": "Pantomime", + "className": "Artificer", + "classSource": "TCE", + "page": 34, + "subclassShortName": "Demolitionist", "subclassSource": "UltimateAdventurer", "level": 3, + "header": 2, "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" - }, + "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": [ { - "type": "refSubclassFeature", - "subclassFeature": "Pantomime Tricks|Bard|PHB|Pantomime|UltimateAdventurer|3" + "potter's tools": true } ] }, { - "name": "Silent Treatment", + "name": "Demolitionist Spells", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 56, - "subclassShortName": "Pantomime", + "className": "Artificer", + "classSource": "TCE", + "page": 34, + "subclassShortName": "Demolitionist", "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." + "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": "Pantomime Tricks", + "name": "Explosive Charges", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 56, - "subclassShortName": "Pantomime", + "className": "Artificer", + "classSource": "TCE", + "page": 34, + "subclassShortName": "Demolitionist", "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.", + "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": "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" - } + "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": "Extra Pantomime Tricks", + "name": "Bombs Away", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 56, - "subclassShortName": "Pantomime", + "className": "Artificer", + "classSource": "TCE", + "page": 34, + "subclassShortName": "Demolitionist", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 5, "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." + "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": "Extra Pantomime Tricks", + "name": "Modified Charges", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 56, - "subclassShortName": "Pantomime", + "className": "Artificer", + "classSource": "TCE", + "page": 33, + "subclassShortName": "Demolitionist", "subclassSource": "UltimateAdventurer", - "level": 14, + "level": 9, "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." + "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": "Master Mime", + "name": "Glorious Grenadier", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 57, - "subclassShortName": "Pantomime", + "className": "Artificer", + "classSource": "TCE", + "page": 35, + "subclassShortName": "Demolitionist", "subclassSource": "UltimateAdventurer", - "level": 14, + "level": 15, "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." + "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": "College of Puppetry", + "name": "Mechanic", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 57, - "subclassShortName": "Puppetry", + "className": "Artificer", + "classSource": "TCE", + "page": 35, + "subclassShortName": "Mechanic", "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.", + "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": "Puppetcraft|Bard|PHB|Puppetry|UltimateAdventurer|3" + "subclassFeature": "Tools of the Trade|Artificer|TCE|Mechanic|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Animated Marionette|Bard|PHB|Puppetry|UltimateAdventurer|3" + "subclassFeature": "Mechanic Spells|Artificer|TCE|Mechanic|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mechanical Marvel|Artificer|TCE|Mechanic|UltimateAdventurer|3" } ] }, { - "name": "Puppetcraft", + "name": "Tools of the Trade", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 57, - "subclassShortName": "Puppetry", + "className": "Artificer", + "classSource": "TCE", + "page": 35, + "subclassShortName": "Mechanic", "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}." + "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": [ { - "painter's supplies": true, - "weaver's tools": true, - "woodcarver's tools": true + "smith's tools": true, + "vehicles (land)": true, + "vehicles (water)": true, + "vehicles (air)": true + } ] }, { - "name": "Animated Marionette", + "name": "Mechanic Spells", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 57, - "subclassShortName": "Puppetry", + "className": "Artificer", + "classSource": "TCE", + "page": 35, + "subclassShortName": "Mechanic", "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." + "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": "Master of Puppets", + "name": "Mechanical Marvel", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 57, - "subclassShortName": "Puppetry", + "className": "Artificer", + "classSource": "TCE", + "page": 36, + "subclassShortName": "Mechanic", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 3, "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." + "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": "Storm of Strings", + "name": "Mounted Gun", "source": "UltimateAdventurer", - "className": "Bard", - "classSource": "PHB", - "page": 58, - "subclassShortName": "Puppetry", + "className": "Artificer", + "classSource": "TCE", + "page": 36, + "subclassShortName": "Mechanic", "subclassSource": "UltimateAdventurer", - "level": 14, + "level": 5, "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}." + "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": "Way of Internal Alchemy", + "name": "Mechanical Masterwork", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 85, - "subclassShortName": "Internal Alchemy", + "className": "Artificer", + "classSource": "TCE", + "page": 37, + "subclassShortName": "Mechanic", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 9, + "header": 2, "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" - }, + "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": "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." - ] - } + "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": "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", + "name": "Marvelous Mechanic", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 86, - "subclassShortName": "Internal Alchemy", + "className": "Artificer", + "classSource": "TCE", + "page": 37, + "subclassShortName": "Mechanic", "subclassSource": "UltimateAdventurer", - "level": 17, + "level": 15, "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}." + "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": "Way of Kabuki", + "name": "Oozologist", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 86, - "subclassShortName": "Kabuki", + "className": "Artificer", + "classSource": "TCE", + "page": 37, + "subclassShortName": "Oozologist", "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.", + "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": "Theater Training|Monk|PHB|Kabuki|UltimateAdventurer|3" + "subclassFeature": "Tool Proficiency|Artificer|TCE|Oozologist|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Spellcasting|Monk|PHB|Kabuki|UltimateAdventurer|3" + "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": "Theater Training", + "name": "Tool Proficiency", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 86, - "subclassShortName": "Kabuki", + "className": "Artificer", + "classSource": "TCE", + "page": 37, + "subclassShortName": "Oozologist", "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 - } - } + "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":[ + "toolProficiencies": [ { - "disguise kit": true, - "musical instrument": true + "alchemist's supplies": true } ] }, { - "name": "Spellcasting", + "name": "Oozologist Spells", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 87, - "subclassShortName": "Kabuki", + "className": "Artificer", + "classSource": "TCE", + "page": 37, + "subclassShortName": "Oozologist", "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." - ] - }, + "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": "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" - ] - } - + "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": "Outlandish Showman", + "name": "Domesticated Ooze Companion", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 87, - "subclassShortName": "Kabuki", + "className": "Artificer", + "classSource": "TCE", + "page": 38, + "subclassShortName": "Oozologist", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 3, "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.", + "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": "Ki-Fueled Flourish", + "name": "Ferno Injection", "entries": [ - "When you make a Charisma ({@skill Performance}) check, you can spend 1 ki point to gain advantage on the roll." + "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": "Projection Specialist", + "name": "Glacia Injection", "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)." + "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": "Distracting Defense", + "name": "Lectra Injection", "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}." + "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." ] } ] @@ -11797,1449 +12174,1147 @@ ] }, { - "name": "Performance Arts", + "name": "Acidic Arcana", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 87, - "subclassShortName": "Kabuki", + "className": "Artificer", + "classSource": "TCE", + "page": 38, + "subclassShortName": "Oozologist", "subclassSource": "UltimateAdventurer", - "level": 11, + "level": 5, "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." + "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": "Consummate Performer", + "name": "Stickier Slime", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 88, - "subclassShortName": "Kabuki", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Oozologist", "subclassSource": "UltimateAdventurer", - "level": 17, + "level": 9, "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" - } + "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": "Give Peace a Chance", + "name": "Gelatinous Transformation", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 88, - "subclassShortName": "Peaceful Warrior", + "className": "Artificer", + "classSource": "TCE", + "page": 38, + "subclassShortName": "Oozologist", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 15, "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:", + "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 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." + "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." ] }, - "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." + "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": "Way of the Presence", + "name": "Scrapper", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 88, - "subclassShortName": "Presence", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Scrapper", "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.", + "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": "Acolyte of the Multiverse|Monk|PHB|Presence|UltimateAdventurer|3" + "subclassFeature": "Scrapper's Tools|Artificer|TCE|Scrapper|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Disciple of the Presence|Monk|PHB|Presence|UltimateAdventurer|3" + "subclassFeature": "Scrapper Spells|Artificer|TCE|Scrapper|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Presence Disciplines|Monk|PHB|Presence|UltimateAdventurer|3" + "subclassFeature": "Make It Work|Artificer|TCE|Scrapper|UltimateAdventurer|3" } ] }, { - "name": "Acolyte of the Multiverse", + "name": "Scrapper's Tools", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 89, - "subclassShortName": "Presence", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Scrapper", "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." + "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." + ] + } ], - "skillProficiencies": [ + "toolProficiencies": [ { - "arcana": true + "smith's tools": true } ] }, { - "name": "Disciple of the Presence", + "name": "Scrapper Spells", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 89, - "subclassShortName": "Presence", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Scrapper", "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.", + "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": "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" - ] - ] - } + "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": "Presence Disciplines", + "name": "Make It Work", "source": "UltimateAdventurer", - "page": 90, - "className": "Monk", - "classSource": "PHB", - "subclassShortName": "Presence", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Scrapper", "subclassSource": "UltimateAdventurer", "level": 3, - "header": 1, + "header": 2, "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)" - } - ] - } + "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": "Disciple's Decision", + "name": "Extra Attack", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 90, - "subclassShortName": "Presence", + "className": "Artificer", + "classSource": "TCE", + "page": 40, + "subclassShortName": "Scrapper", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 5, "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}." - ] - } + "Starting at 5th level, you can attack twice, rather than once, whenever you take the {@action Attack} action on your turn." ] }, { - "name": "Presence Adept", + "name": "Fuse Item", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 90, - "subclassShortName": "Presence", + "className": "Artificer", + "classSource": "TCE", + "page": 40, + "subclassShortName": "Scrapper", "subclassSource": "UltimateAdventurer", - "level": 11, + "level": 9, "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." - ] - }, + "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": "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": "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." ] }, - { - "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." - ] - } + "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": "Mystic Mastery", + "name": "Scrapwave", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 90, - "subclassShortName": "Presence", + "className": "Artificer", + "classSource": "TCE", + "page": 40, + "subclassShortName": "Scrapper", "subclassSource": "UltimateAdventurer", - "level": 17, + "level": 15, "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}." - ] - }, + "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": "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": "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." ] }, - { - "type": "entries", - "name": "Light", - "entries": [ - "It costs you 1 fewer ki point to use {@filter Light disciplines|optionalfeatures|source=|feature type=ldis}." - ] - } + "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": "Way of the Tattooed Temple", + "name": "Transmortalist", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 91, - "subclassShortName": "Tattooed Temple", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Transmortalist", "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.", + "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": "Inked|Monk|PHB|Tattooed Temple|UltimateAdventurer|3" + "subclassFeature": "Bonus Proficiency|Artificer|TCE|Transmortalist|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Mystical Tattoos|Monk|PHB|Tattooed Temple|UltimateAdventurer|3" + "subclassFeature": "Transmortalist Spells|Artificer|TCE|Transmortalist|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Self Reforged|Artificer|TCE|Transmortalist|UltimateAdventurer|3" } ] }, { - "name": "Inked", + "name": "Bonus Proficiency", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 91, - "subclassShortName": "Tattooed Temple", + "className": "Artificer", + "classSource": "TCE", + "page": 40, + "subclassShortName": "Transmortalist", "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." + "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": "Mystical Tattoos", + "name": "Transmortalist Spells", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 91, - "subclassShortName": "Tattooed Temple", + "className": "Artificer", + "classSource": "TCE", + "page": 40, + "subclassShortName": "Transmortalist", "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.", + "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": "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" - } - ] - } + "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": "Extra Mystical Tattoos", + "name": "Self Reforged", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 88, - "subclassShortName": "Tattooed Temple", + "className": "Artificer", + "classSource": "TCE", + "page": 39, + "subclassShortName": "Transmortalist", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 3, "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." + "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 Mystical Tattoos", + "name": "Extra Attack", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 91, - "subclassShortName": "Tattooed Temple", + "className": "Artificer", + "classSource": "TCE", + "page": 41, + "subclassShortName": "Transmortalist", "subclassSource": "UltimateAdventurer", - "level": 11, + "level": 5, "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." + "Starting at 5th level, you can attack twice, rather than once, whenever you take the {@action Attack} action on your turn." ] }, { - "name": "Living Canvas", + "name": "Hot Swap", "source": "UltimateAdventurer", - "className": "Monk", - "classSource": "PHB", - "page": 92, - "subclassShortName": "Tattooed Temple", + "className": "Artificer", + "classSource": "TCE", + "page": 41, + "subclassShortName": "Transmortalist", "subclassSource": "UltimateAdventurer", - "level": 17, + "level": 9, "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." + "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": "Way of Thorns", + "name": "Performance Test", "source": "UltimateAdventurer", - "className": "Monk", + "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": 197, - "subclassShortName": "Thorns", + "page": 51, + "subclassShortName": "Beasts", "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.", + "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": "Herblore|Monk|PHB|Thorns|UltimateAdventurer|3" + "subclassFeature": "Beast Whisperer|Bard|PHB|Beasts|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Thorn Style|Monk|PHB|Thorns|UltimateAdventurer|3" + "subclassFeature": "Tiny Companion|Bard|PHB|Beasts|UltimateAdventurer|3" } ] }, { - "name": "Herblore", + "name": "Beast Whisperer", "source": "UltimateAdventurer", - "className": "Monk", + "className": "Bard", "classSource": "PHB", - "page": 197, - "subclassShortName": "Thorns", + "page": 51, + "subclassShortName": "Beasts", "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}." + "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": [ { - "choose": { - "from": [ - "nature", - "survival" - ], - "count": 1 - } - } - ], - "toolProficiencies": [ - { - "herbalism kit": true + "animal handling": true } ] }, { - "name": "Thorn Style", + "name": "Tiny Companion", "source": "UltimateAdventurer", - "className": "Monk", + "className": "Bard", "classSource": "PHB", - "page": 93, - "subclassShortName": "Thorns", + "page": 52, + "subclassShortName": "Beasts", "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)." + "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": "Nature's Thicket", + "name": "Animal Allies", "source": "UltimateAdventurer", - "className": "Monk", + "className": "Bard", "classSource": "PHB", - "page": 93, - "subclassShortName": "Thorns", + "page": 52, + "subclassShortName": "Beasts", "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." + "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": "Plantspeaker", + "name": "Call Familiar", "source": "UltimateAdventurer", - "className": "Monk", + "className": "Bard", "classSource": "PHB", - "page": 93, - "subclassShortName": "Thorns", + "page": 52, + "subclassShortName": "Beasts", "subclassSource": "UltimateAdventurer", - "level": 11, + "level": 6, "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." + "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": "Wall of Roses", + "name": "Mighty Companion", "source": "UltimateAdventurer", - "className": "Monk", + "className": "Bard", "classSource": "PHB", - "page": 93, - "subclassShortName": "Thorns", + "page": 52, + "subclassShortName": "Beasts", "subclassSource": "UltimateAdventurer", - "level": 17, + "level": 14, "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." + "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": "Order of the Dragoon", + "name": "College of Canticles", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 182, - "subclassShortName": "Dragoon", + "className": "Bard", + "classSource": "PHB", + "page": 53, + "subclassShortName": "Canticles", "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.", + "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": "Dragon Blood|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|3" + "subclassFeature": "Joyful Noise|Bard|PHB|Canticles|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Rite of the Wyrm|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|3" + "subclassFeature": "Channel Divinity|Bard|PHB|Canticles|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Draconic Leap|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|3" + "subclassFeature": "Hallowed Inspiration|Bard|PHB|Canticles|UltimateAdventurer|3" } + ] }, { - "name": "Dragon Blood", + "name": "Joyful Noise", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 182, - "subclassShortName": "Dragoon", + "className": "Bard", + "classSource": "PHB", + "page": 53, + "subclassShortName": "Canticles", "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.", + "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": [ { - "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" - ] - ] - } + "celestial": true + } ] }, { - "name": "Rite of the Wyrm", + "name": "Channel Divinity", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 183, - "subclassShortName": "Dragoon", + "className": "Bard", + "classSource": "PHB", + "page": 53, + "subclassShortName": "Canticles", "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:", + "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": "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." + "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": "Draconic Leap", + "name": "Hallowed Inspiration", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 183, - "subclassShortName": "Dragoon", + "className": "Bard", + "classSource": "PHB", + "page": 53, + "subclassShortName": "Canticles", "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." + "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": "Breath Weapon", + "name": "Divinity School", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 183, - "subclassShortName": "Dragoon", + "className": "Bard", + "classSource": "PHB", + "page": 53, + "subclassShortName": "Canticles", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 6, "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}.", + "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": "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." - ] - } - ] + "type": "refSubclassFeature", + "subclassFeature": "Method Actor|Bard|PHB|Drama|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Starring Role|Bard|PHB|Drama|UltimateAdventurer|3" } + ] }, { - "name": "Brand of Plummeting", + "name": "Method Actor", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 184, - "subclassShortName": "Dragoon", + "className": "Bard", + "classSource": "PHB", + "page": 54, + "subclassShortName": "Drama", "subclassSource": "UltimateAdventurer", - "level": 11, + "level": 3, "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." + "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": "Improved Breath Weapon", + "name": "Starring Role", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 184, - "subclassShortName": "Dragoon", + "className": "Bard", + "classSource": "PHB", + "page": 54, + "subclassShortName": "Drama", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 3, "header": 2, + "consumes": { + "name": "Bardic Inspiration", + "amount": 1 + }, "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}." + "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": "Blood Curse of the Scale", + "name": "Magnetic Presence", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 184, - "subclassShortName": "Dragoon", + "className": "Bard", + "classSource": "PHB", + "page": 53, + "subclassShortName": "Drama", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 6, "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." + "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": "Order of the Eye", + "name": "Take a Bow", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 184, - "subclassShortName": "Eye", + "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": [ - "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.", + "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": "Espionage Training|Blood Hunter|BH2022|Eye|UltimateAdventurer|3" + "subclassFeature": "Gambler's Conceit|Bard|PHB|Fortune|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Eye Spy|Blood Hunter|BH2022|Eye|UltimateAdventurer|3" + "subclassFeature": "Push Your Luck|Bard|PHB|Fortune|UltimateAdventurer|3" } + ] }, { - "name": "Espionage Training", + "name": "Gambler's Conceit", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 184, - "subclassShortName": "Eye", + "className": "Bard", + "classSource": "PHB", + "page": 55, + "subclassShortName": "Fortune", "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." + "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." ], - "languageProficiencies": [ + "skillProficiencies": [ { - "any": 2 + "choose": { + "from": [ + "deception", + "insight", + "perception", + "sleight of hand" + ], + "count": 1 + } } ] }, { - "name": "Eye Spy", + "name": "Push Your Luck", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 185, - "subclassShortName": "Eye", + "className": "Bard", + "classSource": "PHB", + "page": 55, + "subclassShortName": "Fortune", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, + "consumes": { + "name": "Bardic Inspiration", + "amount": 1 + }, "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." - ] - } + "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": "Crimson Bond", + "name": "Pocket Ace", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 186, - "subclassShortName": "Eye", + "className": "Bard", + "classSource": "PHB", + "page": 55, + "subclassShortName": "Fortune", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 6, "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." + "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": "Brand of Obscured Vision", + "name": "High Roller", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 186, - "subclassShortName": "Eye", + "className": "Bard", + "classSource": "PHB", + "page": 55, + "subclassShortName": "Fortune", "subclassSource": "UltimateAdventurer", - "level": 11, + "level": 14, "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}." + "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": "Blood Curse of Optometry", + "name": "College of Pantomime", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 186, - "subclassShortName": "Eye", + "className": "Bard", + "classSource": "PHB", + "page": 56, + "subclassShortName": "Pantomime", "subclassSource": "UltimateAdventurer", - "level": 15, - "header": 2, + "level": 3, "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." + "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": "Antimagic Gaze", + "name": "Silent Treatment", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 186, - "subclassShortName": "Eye", + "className": "Bard", + "classSource": "PHB", + "page": 56, + "subclassShortName": "Pantomime", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 3, "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}." + "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": "Order of the Giantfeller", + "name": "Pantomime Tricks", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 187, - "subclassShortName": "Giantfeller", + "className": "Bard", + "classSource": "PHB", + "page": 56, + "subclassShortName": "Pantomime", "subclassSource": "UltimateAdventurer", "level": 3, + "header": 2, + "consumes": { + "name": "Bardic Inspiration", + "amount": 1 + }, "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" - }, + "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": "refSubclassFeature", - "subclassFeature": "Ordning Interloper|Blood Hunter|BH2022|Giantfeller|UltimateAdventurer|3" + "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": "Hand of the Giantslayer", + "name": "Extra Pantomime Tricks", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 187, - "subclassShortName": "Giantfeller", + "className": "Bard", + "classSource": "PHB", + "page": 56, + "subclassShortName": "Pantomime", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 6, "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." - ] - } + "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": "Ordning Interloper", + "name": "Extra Pantomime Tricks", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 187, - "subclassShortName": "Giantfeller", + "className": "Bard", + "classSource": "PHB", + "page": 56, + "subclassShortName": "Pantomime", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 14, "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}." + "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": "Muscle and Mass", + "name": "Master Mime", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 187, - "subclassShortName": "Giantfeller", + "className": "Bard", + "classSource": "PHB", + "page": 57, + "subclassShortName": "Pantomime", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 14, "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." + "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": "Brand of Titanic Fury", + "name": "College of Puppetry", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 187, - "subclassShortName": "Giantfeller", + "className": "Bard", + "classSource": "PHB", + "page": 57, + "subclassShortName": "Puppetry", "subclassSource": "UltimateAdventurer", - "level": 11, + "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": [ - "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." + "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": "Blood Curse of Diminution", + "name": "Animated Marionette", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 188, - "subclassShortName": "Giantfeller", + "className": "Bard", + "classSource": "PHB", + "page": 57, + "subclassShortName": "Puppetry", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 3, "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." + "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": "Primordial Power", + "name": "Master of Puppets", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 188, - "subclassShortName": "Giantfeller", + "className": "Bard", + "classSource": "PHB", + "page": 57, + "subclassShortName": "Puppetry", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 6, "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." + "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": "Order of the Infected Mind", + "name": "Storm of Strings", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 188, - "subclassShortName": "Infected Mind", + "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": [ - "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.", + "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": "Psionic Power|Blood Hunter|BH2022|Infected Mind|UltimateAdventurer|3" + "subclassFeature": "Alchemical Cauldron-Body|Monk|PHB|Internal Alchemy|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Rite of the Brain Parasite|Blood Hunter|BH2022|Infected Mind|UltimateAdventurer|3" + "subclassFeature": "Bonus Proficiency|Monk|PHB|Internal Alchemy|UltimateAdventurer|3" } ] }, { - "name": "Psionic Power", + "name": "Alchemical Cauldron-Body", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 188, - "subclassShortName": "Infected Mind", + "className": "Monk", + "classSource": "PHB", + "page": 85, + "subclassShortName": "Internal Alchemy", "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.", + "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": "Mind over Matter", + "name": "Flurry of Blows", "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." + "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": "Mind Sweep", + "name": "Patient Defense", "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." + "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." ] } ] @@ -13247,406 +13322,460 @@ ] }, { - "name": "Rite of the Brain Parasite", + "name": "Bonus Proficiency", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 189, - "subclassShortName": "Infected Mind", + "className": "Monk", + "classSource": "PHB", + "page": 86, + "subclassShortName": "Internal Alchemy", "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:", + "At 3rd level, you gain proficiency with {@item alchemist's supplies|PHB}." + ], + "toolProficiencies": [ { - "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." - ] + "alchemist's supplies": true } ] }, { - "name": "Mental Defenses", + "name": "Imbalance Enemy", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 189, - "subclassShortName": "Infected Mind", + "className": "Monk", + "classSource": "PHB", + "page": 86, + "subclassShortName": "Internal Alchemy", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 6, "header": 2, "consumes": { - "name": "Psionic Energy", + "name": "Ki", "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." + "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": "Mind Blast", + "name": "Breath Mastery", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 189, - "subclassShortName": "Infected Mind", + "className": "Monk", + "classSource": "PHB", + "page": 86, + "subclassShortName": "Internal Alchemy", "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)." + "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": "Blood Curse of Domination", + "name": "Perfect Balance", "source": "UltimateAdventurer", - "className": "Blood Hunter", - "classSource": "BH2022", - "page": 188, - "subclassShortName": "Infected Mind", + "className": "Monk", + "classSource": "PHB", + "page": 86, + "subclassShortName": "Internal Alchemy", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 17, "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." + "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": "Arena Royale", + "name": "Way of Kabuki", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 197, - "subclassShortName": "Arena Royale", + "className": "Monk", + "classSource": "PHB", + "page": 86, + "subclassShortName": "Kabuki", "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.", + "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": "Bonus Proficiency|Pugilist|UltimateAdventurer|Arena Royale|UltimateAdventurer|3" + "subclassFeature": "Theater Training|Monk|PHB|Kabuki|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Persona Libre|Pugilist|UltimateAdventurer|Arena Royale|UltimateAdventurer|3" + "subclassFeature": "Spellcasting|Monk|PHB|Kabuki|UltimateAdventurer|3" } ] }, { - "name": "Bonus Proficiency", + "name": "Theater Training", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 197, - "subclassShortName": "Arena Royale", + "className": "Monk", + "classSource": "PHB", + "page": 86, + "subclassShortName": "Kabuki", "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." + "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", - "intimidation", - "persuasion" + "sleight of hand" ], "count": 1 } } + ], + "toolProficiencies":[ + { + "disguise kit": true, + "musical instrument": true + } ] }, { - "name": "Persona Libre", + "name": "Spellcasting", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 197, - "subclassShortName": "Arena Royale", + "className": "Monk", + "classSource": "PHB", + "page": 87, + "subclassShortName": "Kabuki", "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}." + "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": "Work the Crowd", + "name": "Outlandish Showman", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 198, - "subclassShortName": "Arena Royale", + "className": "Monk", + "classSource": "PHB", + "page": 87, + "subclassShortName": "Kabuki", "subclassSource": "UltimateAdventurer", "level": 6, "header": 2, + "consumes": { + "name": "Ki", + "amount": 1 + }, "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}." + "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": "High Flyer", + "name": "Performance Arts", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 198, - "subclassShortName": "Arena Royale", + "className": "Monk", + "classSource": "PHB", + "page": 87, + "subclassShortName": "Kabuki", "subclassSource": "UltimateAdventurer", "level": 11, "header": 2, + "consumes": { + "name": "Ki", + "amount": 1 + }, "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." + "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": "Signature Move", + "name": "Consummate Performer", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 198, - "subclassShortName": "Arena Royale", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Kabuki", "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." + "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": "Bloodhound Bruisers", + "name": "Way of the Peaceful Warrior", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 198, - "subclassShortName": "Bloodhound Bruisers", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Peaceful Warrior", "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" - }, + "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": "Ever Vigilant|Pugilist|UltimateAdventurer|Bloodhound Bruisers|UltimateAdventurer|3" + "subclassFeature": "Give Peace a Chance|Monk|PHB|Peaceful Warrior|UltimateAdventurer|3" } ] }, { - "name": "Detective Work", + "name": "Give Peace a Chance", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 198, - "subclassShortName": "Bloodhound Bruisers", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Peaceful Warrior", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, "consumes": { - "name": "Moxie", + "name": "Ki", "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": [ + "Starting when you choose this tradition at 3rd level, you can use your ki points for a variety of effects:", { - "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." + "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": "Scrap Like a Sleuth", + "name": "Fist of Mercy", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 198, - "subclassShortName": "Bloodhound Bruisers", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Peaceful Warrior", "subclassSource": "UltimateAdventurer", "level": 6, "header": 2, "consumes": { - "name": "Moxie", - "amount": 2 + "name": "Ki", + "amount": 1 }, "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." + "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": "Heart of the City", + "name": "Pacifist's Rebuke", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 199, - "subclassShortName": "Bloodhound Bruisers", + "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, 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." - ] - } + "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": "Eyes Wide Open", + "name": "Aura of Tranquility", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 199, - "subclassShortName": "Bloodhound Bruisers", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Peaceful Warrior", "subclassSource": "UltimateAdventurer", "level": 17, "header": 2, "consumes": { - "name": "Moxie", - "amount": 1 + "name": "Ki", + "amount": 3 }, "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." + "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": "Dog & Hound", + "name": "Way of the Presence", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 199, - "subclassShortName": "Dog & Hound", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Presence", "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.", + "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": "Brawler's Best Friend|Pugilist|UltimateAdventurer|Dog & Hound|UltimateAdventurer|3" + "subclassFeature": "Acolyte of the Multiverse|Monk|PHB|Presence|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Mutt With Moxie|Pugilist|UltimateAdventurer|Dog & Hound|UltimateAdventurer|3" + "subclassFeature": "Disciple of the Presence|Monk|PHB|Presence|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Presence Disciplines|Monk|PHB|Presence|UltimateAdventurer|3" } ] }, { - "name": "Brawler's Best Friend", + "name": "Acolyte of the Multiverse", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 199, - "subclassShortName": "Dog & Hound", + "className": "Monk", + "classSource": "PHB", + "page": 89, + "subclassShortName": "Presence", "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." + "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": "Mutt With Moxie", + "name": "Disciple of the Presence", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 200, - "subclassShortName": "Dog & Hound", + "className": "Monk", + "classSource": "PHB", + "page": 89, + "subclassShortName": "Presence", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, "consumes": { - "name": "Moxie" - }, + "name": "Ki" + }, "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.", + "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": "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": "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": "item", - "name": "Stick and Move", - "entries": [ - "When you use your Stick and Move moxie ability, your hound can take the {@action Dash} action." + "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" + ] ] } ] @@ -13654,412 +13783,870 @@ ] }, { - "name": "Coordinated Attack", + "name": "Presence Disciplines", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 200, - "subclassShortName": "Dog & Hound", + "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": [ - "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." + "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": "Hound's Best Friend", + "name": "Presence Adept", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 201, - "subclassShortName": "Dog & Hound", + "className": "Monk", + "classSource": "PHB", + "page": 90, + "subclassShortName": "Presence", "subclassSource": "UltimateAdventurer", "level": 11, "header": 2, + "consumes": { + "name": "Ki", + "amount": 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." + "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": "Off the Chain", + "name": "Mystic Mastery", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 201, - "subclassShortName": "Dog & Hound", + "className": "Monk", + "classSource": "PHB", + "page": 90, + "subclassShortName": "Presence", "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}." + "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": "Hand of Dread", + "name": "Way of the Tattooed Temple", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 201, - "subclassShortName": "Hand of Dread", + "className": "Monk", + "classSource": "PHB", + "page": 91, + "subclassShortName": "Tattooed Temple", "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.", + "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": "Black Magic|Pugilist|UltimateAdventurer|Hand of Dread|UltimateAdventurer|3" + "subclassFeature": "Inked|Monk|PHB|Tattooed Temple|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Dread Hand|Pugilist|UltimateAdventurer|Hand of Dread|UltimateAdventurer|3" + "subclassFeature": "Mystical Tattoos|Monk|PHB|Tattooed Temple|UltimateAdventurer|3" } ] }, { - "name": "Black Magic", + "name": "Inked", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 201, - "subclassShortName": "Hand of Dread", + "className": "Monk", + "classSource": "PHB", + "page": 91, + "subclassShortName": "Tattooed Temple", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, + "consumes": { + "name": "Ki" + }, "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 - } - } + "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." ] }, { - "name": "Dread Hand", + "name": "Mystical Tattoos", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 201, - "subclassShortName": "Hand of Dread", + "className": "Monk", + "classSource": "PHB", + "page": 91, + "subclassShortName": "Tattooed Temple", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, "consumes": { - "name": "Moxie", - "amount": 2 - }, + "name": "Ki" + }, "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.", + "When you gain a mystical tattoo, you tattoo yourself or instruct another to tattoo you.", { - "type": "inset", - "name": "Dread Powers", + "type": "options", + "count": 2, "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" + { + "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": "Deal With The Devil", + "name": "Extra Mystical Tattoos", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 201, - "subclassShortName": "Hand of Dread", + "className": "Monk", + "classSource": "PHB", + "page": 88, + "subclassShortName": "Tattooed Temple", "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." + "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": "Grotesque Growth", + "name": "Extra Mystical Tattoos", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 202, - "subclassShortName": "Hand of Dread", + "className": "Monk", + "classSource": "PHB", + "page": 91, + "subclassShortName": "Tattooed Temple", "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}." + "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": "Fountain of Viscera", + "name": "Living Canvas", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 201, - "subclassShortName": "Hand of Dread", + "className": "Monk", + "classSource": "PHB", + "page": 92, + "subclassShortName": "Tattooed Temple", "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." + "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": "Lead Eaters", + "name": "Way of Thorns", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 202, - "subclassShortName": "Lead Eaters", + "className": "Monk", + "classSource": "PHB", + "page": 197, + "subclassShortName": "Thorns", "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.", + "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": "Pugilistic Plugger|Pugilist|UltimateAdventurer|Lead Eaters|UltimateAdventurer|3" + "subclassFeature": "Herblore|Monk|PHB|Thorns|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Black Powder Panache|Pugilist|UltimateAdventurer|Lead Eaters|UltimateAdventurer|3" + "subclassFeature": "Thorn Style|Monk|PHB|Thorns|UltimateAdventurer|3" } ] }, { - "name": "Pugilistic Plugger", + "name": "Herblore", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 202, - "subclassShortName": "Lead Eaters", + "className": "Monk", + "classSource": "PHB", + "page": 197, + "subclassShortName": "Thorns", "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." - ] - } + "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": [ - "performance", - "deception", - "sleight of hand" + "nature", + "survival" ], "count": 1 } } + ], + "toolProficiencies": [ + { + "herbalism kit": true + } ] }, { - "name": "Black Powder Panache", + "name": "Thorn Style", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 203, - "subclassShortName": "Lead Eaters", + "className": "Monk", + "classSource": "PHB", + "page": 93, + "subclassShortName": "Thorns", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, "consumes": { - "name": "Moxie" - }, + "name": "Ki", + "amount": 1 + }, "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." - ] - } - ] - } + "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": "Gun Club", + "name": "Nature's Thicket", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 203, - "subclassShortName": "Lead Eaters", + "className": "Monk", + "classSource": "PHB", + "page": 93, + "subclassShortName": "Thorns", "subclassSource": "UltimateAdventurer", "level": 6, "header": 2, "consumes": { - "name": "Moxie", + "name": "Ki", "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." + "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": "The Gun Show", + "name": "Plantspeaker", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 203, - "subclassShortName": "Lead Eaters", + "className": "Monk", + "classSource": "PHB", + "page": 93, + "subclassShortName": "Thorns", "subclassSource": "UltimateAdventurer", "level": 11, "header": 2, + "consumes": { + "name": "Ki", + "amount": 3 + }, "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}." + "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": "Duel at High Noon", + "name": "Wall of Roses", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 201, - "subclassShortName": "Lead Eaters", + "className": "Monk", + "classSource": "PHB", + "page": 93, + "subclassShortName": "Thorns", "subclassSource": "UltimateAdventurer", "level": 17, "header": 2, "consumes": { - "name": "Moxie", - "amount": 6 + "name": "Ki", + "amount": 8 }, "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}." + "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": "Paradox Consortium", + "name": "Order of the Dragoon", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 203, - "subclassShortName": "Paradox Consortium", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 182, + "subclassShortName": "Dragoon", "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.", + "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": "Time Tinkerer|Pugilist|UltimateAdventurer|Paradox Consortium|UltimateAdventurer|3" + "subclassFeature": "Dragon Blood|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Chronal Capacitor|Pugilist|UltimateAdventurer|Paradox Consortium|UltimateAdventurer|3" + "subclassFeature": "Rite of the Wyrm|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Draconic Leap|Blood Hunter|BH2022|Dragoon|UltimateAdventurer|3" } ] }, { - "name": "Time Tinkerer", + "name": "Dragon Blood", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 203, - "subclassShortName": "Paradox Consortium", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 182, + "subclassShortName": "Dragoon", "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": [ + "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.", { - "tinker's tools": true + "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": "Chronal Capacitor", + "name": "Draconic Leap", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 203, - "subclassShortName": "Paradox Consortium", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 183, + "subclassShortName": "Dragoon", "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.", + "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": "Decelerate", + "name": "Debilitating", "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." + "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": "Fast Forward", + "name": "Desiccating", "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." + "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": "Rewind", + "name": "Destructive", "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." + "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." ] } ] @@ -14067,1744 +14654,1581 @@ ] }, { - "name": "Magi-Technician", + "name": "Brand of Plummeting", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 204, - "subclassShortName": "Paradox Consortium", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 184, + "subclassShortName": "Dragoon", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 11, "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." + "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": "Wibbly Wobbly Wallop", + "name": "Improved Breath Weapon", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 204, - "subclassShortName": "Paradox Consortium", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 184, + "subclassShortName": "Dragoon", "subclassSource": "UltimateAdventurer", - "level": 11, + "level": 15, "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}." + "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": "Temporal Tag-Team", + "name": "Blood Curse of the Scale", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 204, - "subclassShortName": "Paradox Consortium", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 184, + "subclassShortName": "Dragoon", "subclassSource": "UltimateAdventurer", - "level": 17, + "level": 18, "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}." + "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": "Piss & Vinegar", + "name": "Order of the Eye", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 204, - "subclassShortName": "Piss & Vinegar", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 184, + "subclassShortName": "Eye", "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.", + "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": "Bonus Proficiency|Pugilist|UltimateAdventurer|Piss & Vinegar|UltimateAdventurer|3" + "subclassFeature": "Espionage Training|Blood Hunter|BH2022|Eye|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Salty Salute|Pugilist|UltimateAdventurer|Piss & Vinegar|UltimateAdventurer|3" + "subclassFeature": "Eye Spy|Blood Hunter|BH2022|Eye|UltimateAdventurer|3" } ] }, { - "name": "Bonus Proficiency", + "name": "Espionage Training", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 204, - "subclassShortName": "Piss & Vinegar", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 184, + "subclassShortName": "Eye", "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." + "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." ], - "skillProficiencies": [ + "languageProficiencies": [ { - "choose": { - "from": [ - "intimidation", - "deception", - "sleight of hand" - ], - "count": 1 - } + "any": 2 } ] }, { - "name": "Salty Salute", + "name": "Eye Spy", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 204, - "subclassShortName": "Piss & Vinegar", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 185, + "subclassShortName": "Eye", "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:", + "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": "abilityDc", - "name": "Piss & Vinegar", - "attributes": [ - "cha" + "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": "Dirty Tricks", + "name": "Crimson Bond", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 204, - "subclassShortName": "Piss & Vinegar", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 186, + "subclassShortName": "Eye", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 7, "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." - ] - } - ] - } + "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": "Mean Old Cuss", + "name": "Brand of Obscured Vision", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 205, - "subclassShortName": "Piss & Vinegar", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 186, + "subclassShortName": "Eye", "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." + "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": "The Uncouth Art", + "name": "Blood Curse of Optometry", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 205, - "subclassShortName": "Piss & Vinegar", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 186, + "subclassShortName": "Eye", "subclassSource": "UltimateAdventurer", - "level": 17, + "level": 15, "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.", + "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": "Relentless Revenant", + "name": "Order of the Giantfeller", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 205, - "subclassShortName": "Relentless Revenant", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 187, + "subclassShortName": "Giantfeller", "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.", + "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": "Terrible Talisman|Pugilist|UltimateAdventurer|Relentless Revenant|UltimateAdventurer|3" + "subclassFeature": "Hand of the Giantslayer|Blood Hunter|BH2022|Giantfeller|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "No Escape|Pugilist|UltimateAdventurer|Relentless Revenant|UltimateAdventurer|3" + "subclassFeature": "Ordning Interloper|Blood Hunter|BH2022|Giantfeller|UltimateAdventurer|3" } ] }, { - "name": "Terrible Talisman", + "name": "Hand of the Giantslayer", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 205, - "subclassShortName": "Relentless Revenant", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 187, + "subclassShortName": "Giantfeller", "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:", + "When you join this order at 3rd level, you gain the following benefits:", { "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." + "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." ] - }, - "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", + "name": "Ordning Interloper", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 205, - "subclassShortName": "Relentless Revenant", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 187, + "subclassShortName": "Giantfeller", "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}." + "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": "Grave Cold Fury", + "name": "Muscle and Mass", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 206, - "subclassShortName": "Relentless Revenant", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 187, + "subclassShortName": "Giantfeller", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 7, "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}." + "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": "Defy Death", + "name": "Brand of Titanic Fury", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 206, - "subclassShortName": "Relentless Revenant", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 187, + "subclassShortName": "Giantfeller", "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}." + "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": "Enhanced Terrible Talisman", + "name": "Blood Curse of Diminution", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 206, - "subclassShortName": "Relentless Revenant", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 188, + "subclassShortName": "Giantfeller", "subclassSource": "UltimateAdventurer", - "level": 17, + "level": 15, "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" + "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": "Urban Legend", + "name": "Primordial Power", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 206, - "subclassShortName": "Relentless Revenant", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 188, + "subclassShortName": "Giantfeller", "subclassSource": "UltimateAdventurer", - "level": 17, + "level": 18, "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." + "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": "Rift Hitter", + "name": "Order of the Infected Mind", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 207, - "subclassShortName": "Rift Hitter", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 188, + "subclassShortName": "Infected Mind", "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.", + "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": "Portal Punching|Pugilist|UltimateAdventurer|Rift Hitter|UltimateAdventurer|3" + "subclassFeature": "Psionic Power|Blood Hunter|BH2022|Infected Mind|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Pocket Dimension|Pugilist|UltimateAdventurer|Rift Hitter|UltimateAdventurer|3" + "subclassFeature": "Rite of the Brain Parasite|Blood Hunter|BH2022|Infected Mind|UltimateAdventurer|3" } ] }, { - "name": "Portal Punching", + "name": "Psionic Power", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 207, - "subclassShortName": "Rift Hitter", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 188, + "subclassShortName": "Infected Mind", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, "consumes": { - "name": "Moxie", - "amount": 1 - }, + "name": "Psionic Energy" + }, "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." + "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": "Pocket Dimension", + "name": "Rite of the Brain Parasite", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 207, - "subclassShortName": "Rift Hitter", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 189, + "subclassShortName": "Infected Mind", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, + "consumes": { + "name": "Psionic Energy", + "amount": 1 + }, "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." + "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": "Eraser", + "name": "Mental Defenses", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 207, - "subclassShortName": "Rift Hitter", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 189, + "subclassShortName": "Infected Mind", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 7, "header": 2, "consumes": { - "name": "Moxie", + "name": "Psionic Energy", "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." - ] - } - ] - } + "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": "Flicker Fists", + "name": "Mind Blast", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 207, - "subclassShortName": "Rift Hitter", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 189, + "subclassShortName": "Infected Mind", "subclassSource": "UltimateAdventurer", "level": 11, "header": 2, "consumes": { - "name": "Moxie", - "amount": 2 - }, + "name": "Psionic Energy", + "amount": 3 + }, "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." + "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": "Making Space", + "name": "Brand of Weakened Mind", "source": "UltimateAdventurer", - "className": "Pugilist", - "classSource": "UltimateAdventurer", - "page": 205, - "subclassShortName": "Rift Hitter", + "className": "Blood Hunter", + "classSource": "BH2022", + "page": 189, + "subclassShortName": "Infected Mind", "subclassSource": "UltimateAdventurer", - "level": 17, + "level": 15, "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." + "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": "The Squared Circle", + "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": 207, - "subclassShortName": "Squared Circle", + "page": 197, + "subclassShortName": "Arena Royale", "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.", + "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": "Groundwork|Pugilist|UltimateAdventurer|Squared Circle|UltimateAdventurer|3" + "subclassFeature": "Bonus Proficiency|Pugilist|UltimateAdventurer|Arena Royale|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Muscle Mass|Pugilist|UltimateAdventurer|Squared Circle|UltimateAdventurer|3" + "subclassFeature": "Persona Libre|Pugilist|UltimateAdventurer|Arena Royale|UltimateAdventurer|3" } ] }, { - "name": "Groundwork", + "name": "Bonus Proficiency", "source": "UltimateAdventurer", "className": "Pugilist", "classSource": "UltimateAdventurer", - "page": 207, - "subclassShortName": "Squared Circle", + "page": 197, + "subclassShortName": "Arena Royale", "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.", + "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": [ { - "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}." - ] - } - ] + "choose": { + "from": [ + "performance", + "intimidation", + "persuasion" + ], + "count": 1 + } } ] }, { - "name": "Muscle Mass", + "name": "Persona Libre", "source": "UltimateAdventurer", "className": "Pugilist", "classSource": "UltimateAdventurer", - "page": 208, - "subclassShortName": "Squared Circle", + "page": 197, + "subclassShortName": "Arena Royale", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, + "consumes": { + "name": "Persona Points", + "amount": 1 + }, "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 - } + "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": "Meat Shield", + "name": "Work the Crowd", "source": "UltimateAdventurer", "className": "Pugilist", "classSource": "UltimateAdventurer", - "page": 208, - "subclassShortName": "Squared Circle", + "page": 198, + "subclassShortName": "Arena Royale", "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." + "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": "Heavyweight", + "name": "High Flyer", "source": "UltimateAdventurer", "className": "Pugilist", "classSource": "UltimateAdventurer", - "page": 208, - "subclassShortName": "Squared Circle", + "page": 198, + "subclassShortName": "Arena Royale", "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." + "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": "Clean Finish", + "name": "Signature Move", "source": "UltimateAdventurer", "className": "Pugilist", "classSource": "UltimateAdventurer", - "page": 208, - "subclassShortName": "Squared Circle", + "page": 198, + "subclassShortName": "Arena Royale", "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." + "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": "The Sweet Science", + "name": "Bloodhound Bruisers", "source": "UltimateAdventurer", "className": "Pugilist", "classSource": "UltimateAdventurer", - "page": 209, - "subclassShortName": "Sweet Science", + "page": 198, + "subclassShortName": "Bloodhound Bruisers", "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.", + "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": "Bare Knuckle Boxer|Pugilist|UltimateAdventurer|Sweet Science|UltimateAdventurer|3" + "subclassFeature": "Detective Work|Pugilist|UltimateAdventurer|Bloodhound Bruisers|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Cross Counter|Pugilist|UltimateAdventurer|Sweet Science|UltimateAdventurer|3" + "subclassFeature": "Ever Vigilant|Pugilist|UltimateAdventurer|Bloodhound Bruisers|UltimateAdventurer|3" } ] }, { - "name": "Bare Knuckle Boxer", + "name": "Detective Work", "source": "UltimateAdventurer", "className": "Pugilist", "classSource": "UltimateAdventurer", - "page": 209, - "subclassShortName": "Sweet Science", + "page": 198, + "subclassShortName": "Bloodhound Bruisers", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, "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." + "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": "Cross Counter", + "name": "Ever Vigilant", "source": "UltimateAdventurer", "className": "Pugilist", "classSource": "UltimateAdventurer", - "page": 209, - "subclassShortName": "Sweet Science", + "page": 198, + "subclassShortName": "Bloodhound Bruisers", "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." + "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": "One, Two, Three, Floor", + "name": "Scrap Like a Sleuth", "source": "UltimateAdventurer", "className": "Pugilist", "classSource": "UltimateAdventurer", - "page": 209, - "subclassShortName": "Sweet Science", + "page": 198, + "subclassShortName": "Bloodhound Bruisers", "subclassSource": "UltimateAdventurer", "level": 6, "header": 2, "consumes": { "name": "Moxie", - "amount": 1 - }, + "amount": 2 + }, "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." + "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": "Float Like a Butterfly, Sting Like a Bee", + "name": "Heart of the City", "source": "UltimateAdventurer", "className": "Pugilist", "classSource": "UltimateAdventurer", - "page": 209, - "subclassShortName": "Sweet Science", + "page": 199, + "subclassShortName": "Bloodhound Bruisers", "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}." + "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": "Knock Out", + "name": "Eyes Wide Open", "source": "UltimateAdventurer", "className": "Pugilist", "classSource": "UltimateAdventurer", - "page": 209, - "subclassShortName": "Sweet Science", + "page": 199, + "subclassShortName": "Bloodhound Bruisers", "subclassSource": "UltimateAdventurer", "level": 17, "header": 2, "consumes": { - "name": "Moxie" - }, + "name": "Moxie", + "amount": 1 + }, "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." + "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": "Commerce Domain", + "name": "Dog & Hound", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 59, - "subclassShortName": "Commerce", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 199, + "subclassShortName": "Dog & Hound", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 3, "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.", - "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", - "caption": "Commerce Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell comprehend languages}, {@spell identify}" - ], - [ - "3rd", - "{@spell locate object}, {@spell zone of truth}" - ], - [ - "5th", - "{@spell part and parcel|UltimateAdventurer}, {@spell tongues}" - ], - [ - "7th", - "{@spell leomund's secret chest}, {@spell locate creature}" - ], - [ - "9th", - "{@spell greater restoration}, {@spell raise dead}" - ] - ] - }, + "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": "Blessings of Commerce|Cleric||Commerce|UltimateAdventurer|1" + "subclassFeature": "Brawler's Best Friend|Pugilist|UltimateAdventurer|Dog & Hound|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Instant Gratification|Cleric||Commerce|UltimateAdventurer|1" + "subclassFeature": "Mutt With Moxie|Pugilist|UltimateAdventurer|Dog & Hound|UltimateAdventurer|3" } ] }, { - "name": "Blessings of Commerce", + "name": "Brawler's Best Friend", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 60, - "subclassShortName": "Commerce", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 199, + "subclassShortName": "Dog & Hound", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "When you choose this domain at 1st level, you gain the {@spell mending} cantrip if you don't already know it, and you can use a money pouch or coin purse as a holy symbol." + "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": "Instant Gratification", + "name": "Mutt With Moxie", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 60, - "subclassShortName": "Commerce", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 200, + "subclassShortName": "Dog & Hound", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, + "consumes": { + "name": "Moxie" + }, "entries": [ - "Also starting at 1st level, you can bypass the lengthy process of haggling for mundane items and wealth by converting goods to coins and vice versa. As an action, you can use this feature for one of the following effects:", + "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": [ - "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." + { + "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." + ] + } ] - }, - "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." - ] - }, - { - "name": "Channel Divinity: Irrefusable Offer", - "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 60, - "subclassShortName": "Commerce", - "subclassSource": "UltimateAdventurer", - "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.", - "This feature has no effect on creatures that are immune to the charmed condition, or that place no value in gold or money, such as creatures of Intelligence 4 or lower." + } ] }, { - "name": "Liquid Assets", + "name": "Coordinated Attack", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 60, - "subclassShortName": "Commerce", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 200, + "subclassShortName": "Dog & Hound", "subclassSource": "UltimateAdventurer", "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." + "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": "Potent Spellcasting", + "name": "Hound's Best Friend", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 60, - "subclassShortName": "Commerce", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Dog & Hound", "subclassSource": "UltimateAdventurer", - "level": 8, + "level": 11, "header": 2, "entries": [ - "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + "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": "Adventure Capitalist", + "name": "Off the Chain", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 60, - "subclassShortName": "Commerce", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Dog & Hound", "subclassSource": "UltimateAdventurer", "level": 17, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, "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}.", - "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." + "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": "Darkness Domain", + "name": "Hand of Dread", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 61, - "subclassShortName": "Darkness", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Hand of Dread", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 3, "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.", - "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", - "caption": "Darkness Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell arms of hadar}, {@spell cause fear|XGE}" - ], - [ - "3rd", - "{@spell darkness}, {@spell shadow blade|XGE}" - ], - [ - "5th", - "{@spell fear}, {@spell summon shadowspawn|TCE}" - ], - [ - "7th", - "{@spell evard's black tentacles}, {@spell shadow of moil|XGE}" - ], - [ - "9th", - "{@spell dusk|UltimateAdventurer}, {@spell enervation|XGE}" - ] - ] - }, + "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": "Umbral Vision|Cleric||Darkness|UltimateAdventurer|1" + "subclassFeature": "Black Magic|Pugilist|UltimateAdventurer|Hand of Dread|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Tendril of Darkness|Cleric||Darkness|UltimateAdventurer|1" + "subclassFeature": "Dread Hand|Pugilist|UltimateAdventurer|Hand of Dread|UltimateAdventurer|3" } ] }, { - "name": "Umbral Vision", - "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 62, - "subclassShortName": "Darkness", - "subclassSource": "UltimateAdventurer", - "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.", - "Once you reach 6th level in this class, magical darkness no longer impedes your darkvision." - ] - }, - { - "name": "Tendril of Darkness", + "name": "Black Magic", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 62, - "subclassShortName": "Darkness", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Hand of Dread", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "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.", - "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." + "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": "Channel Divinity: Grasping Shadows", + "name": "Dread Hand", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 62, - "subclassShortName": "Darkness", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Hand of Dread", "subclassSource": "UltimateAdventurer", - "level": 2, + "level": 3, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 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 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." + "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": "Channel Divinity: Torrent of Gloom", + "name": "Deal With The Devil", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 62, - "subclassShortName": "Darkness", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Hand of Dread", "subclassSource": "UltimateAdventurer", "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.", - "You can dismiss the sphere early by using a bonus action on your turn." + "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": "Divine Strike", + "name": "Grotesque Growth", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 62, - "subclassShortName": "Darkness", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 202, + "subclassShortName": "Hand of Dread", "subclassSource": "UltimateAdventurer", - "level": 8, + "level": 11, "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." + "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": "Champion of the Void", + "name": "Fountain of Viscera", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 62, - "subclassShortName": "Darkness", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 201, + "subclassShortName": "Hand of Dread", "subclassSource": "UltimateAdventurer", "level": 17, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 6 + }, "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 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.", - "A creature that succeeds on this saving throw is immune to this feature for 24 hours." + "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": "Infernal Domain", + "name": "Lead Eaters", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 62, - "subclassShortName": "Infernal", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 202, + "subclassShortName": "Lead Eaters", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 3, "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.", - { - "type": "table", - "caption": "Infernal Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell bane}, {@spell oath-sealing covenant|UltimateAdventurer}" - ], - [ - "3rd", - "{@spell alter self}, {@spell locate object}" - ], - [ - "5th", - "{@spell bestow curse}, {@spell revivify}" - ], - [ - "7th", - "{@spell compulsion}, {@spell wall of fire}" - ], - [ - "9th", - "{@spell geas}, {@spell infernal calling|XGE}" - ] - ] - }, + "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": "Devil in the Details|Cleric||Infernal|UltimateAdventurer|1" + "subclassFeature": "Pugilistic Plugger|Pugilist|UltimateAdventurer|Lead Eaters|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Diabolical Temptation|Cleric||Infernal|UltimateAdventurer|1" + "subclassFeature": "Black Powder Panache|Pugilist|UltimateAdventurer|Lead Eaters|UltimateAdventurer|3" } - ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Infernal-Domain.webp" + ] }, { - "name": "Devil in the Details", + "name": "Pugilistic Plugger", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 63, - "subclassShortName": "Infernal", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 202, + "subclassShortName": "Lead Eaters", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, - "languageProficiencies": [ + "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:", { - "infernal": true + "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": [ - "insight", + "performance", "deception", - "persuasion" - ] + "sleight of hand" + ], + "count": 1 } } - ], - "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." ] }, { - "name": "Diabolical Temptation", + "name": "Black Powder Panache", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 63, - "subclassShortName": "Infernal", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 203, + "subclassShortName": "Lead Eaters", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, + "consumes": { + "name": "Moxie" + }, "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 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 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." - ] - }, - { - "name": "Channel Divinity: Infernal Contract", - "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 63, - "subclassShortName": "Infernal", - "subclassSource": "UltimateAdventurer", - "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.", - "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:", + "Also at 3rd level, you gain the following additional {@classFeature moxie|Pugilist|UltimateAdventurer|2} features.", { "type": "list", + "style": "list-hang-notitle", "items": [ - "You gain 1d10 temporary hit points.", - "You grant an 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.", - "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." + { + "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": "Faustian Boon", + "name": "Gun Club", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 64, - "subclassShortName": "Infernal", + "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 the means by which to grant your allies infernal boons, though at a cost. As a bonus action, you can choose one the following effects to bestow on a willing creature that you can see other than yourself within 60 feet:", - { - "type": "list", - "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.", - "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." + "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": "Potent Spellcasting", + "name": "The Gun Show", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 64, - "subclassShortName": "Infernal", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 203, + "subclassShortName": "Lead Eaters", "subclassSource": "UltimateAdventurer", - "level": 8, + "level": 11, "header": 2, "entries": [ - "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + "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": "Soul Broker", + "name": "Duel at High Noon", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 64, - "subclassShortName": "Infernal", + "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 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 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." + "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": "Love Domain", + "name": "Paradox Consortium", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 64, - "subclassShortName": "Love", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 203, + "subclassShortName": "Paradox Consortium", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 3, "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.", + "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": "table", - "caption": "Love Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell charm person}, {@spell cure wounds}" - ], - [ - "3rd", - "{@spell calm emotions}, {@spell enthrall}" - ], - [ - "5th", - "{@spell sending}, {@spell tongues}" - ], - [ - "7th", - "{@spell compulsion}, {@spell locate creature}" - ], - [ - "9th", - "{@spell dream}, {@spell rary's telepathic bond}" - ] - ] + "type": "refSubclassFeature", + "subclassFeature": "Time Tinkerer|Pugilist|UltimateAdventurer|Paradox Consortium|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Blessings of Love|Cleric||Love|UltimateAdventurer|1" + "subclassFeature": "Chronal Capacitor|Pugilist|UltimateAdventurer|Paradox Consortium|UltimateAdventurer|3" } - ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Love-Domain.webp" + ] }, { - "name": "Blessings of Love", + "name": "Time Tinkerer", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 64, - "subclassShortName": "Love", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 203, + "subclassShortName": "Paradox Consortium", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, - "skillProficiencies": [ + "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": [ { - "choose": { - "from": [ - "insight", - "performance", - "persuasion" - ], - "count": 2 - } + "tinker's tools": true } - ], - "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.", - "In addition, you learn the {@spell friends} cantrip if you don't already know it. It counts as a cleric spell for you." ] }, { - "name": "Channel Divinity: Amorous Armor", + "name": "Chronal Capacitor", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 64, - "subclassShortName": "Love", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 203, + "subclassShortName": "Paradox Consortium", "subclassSource": "UltimateAdventurer", - "level": 2, + "level": 3, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, "entries": [ - "Starting at 2nd level, you can use your Channel Divinity 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 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." + "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": "Channel Divinity: Change of Heart", + "name": "Magi-Technician", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 64, - "subclassShortName": "Love", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Paradox Consortium", "subclassSource": "UltimateAdventurer", "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.", - "When a creature succeeds on a saving throw against a 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." + "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": "Potent Spellcasting", + "name": "Wibbly Wobbly Wallop", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 65, - "subclassShortName": "Love", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Paradox Consortium", "subclassSource": "UltimateAdventurer", - "level": 8, + "level": 11, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 3 + }, "entries": [ - "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + "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": "Sermon of Love", + "name": "Temporal Tag-Team", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 65, - "subclassShortName": "Love", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Paradox Consortium", "subclassSource": "UltimateAdventurer", "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 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." + "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": "Prophecy Domain", + "name": "Piss & Vinegar", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 65, - "subclassShortName": "Prophecy", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Piss & Vinegar", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 3, "entries": [ - "Clerics of the prophecy domain may worship any god or no god at all. Their oracular burden isn't tied to the portfolio of a specific deity. Instead their faith in the divine order of the universe manifests as prophetic vision. This blessing is intertwined with a curse. All oracles and prophets labor under an affliction that debilitates them physically in some way even as it empowers them spiritually.", - { - "type": "table", - "caption": "Prophecy Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell embrace destiny|UltimateAdventurer}, {@spell guiding bolt}" - ], - [ - "3rd", - "{@spell detect thoughts}, {@spell see invisibilty}" - ], - [ - "5th", - "{@spell bestow curse}, {@spell premonition|UltimateAdventurer}" - ], - [ - "7th", - "{@spell arcane eye}, {@spell foreshadow|UltimateAdventurer}" - ], - [ - "9th", - "{@spell commune}, {@spell dream}" - ] - ] - }, + "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 Cantrip|Cleric||Prophecy|UltimateAdventurer|1" + "subclassFeature": "Bonus Proficiency|Pugilist|UltimateAdventurer|Piss & Vinegar|UltimateAdventurer|3" }, - { + { "type": "refSubclassFeature", - "subclassFeature": "Oracle's Burden|Cleric||Prophecy|UltimateAdventurer|1" + "subclassFeature": "Salty Salute|Pugilist|UltimateAdventurer|Piss & Vinegar|UltimateAdventurer|3" } - ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Prophecy-Domain.webp" - }, - { - "name": "Bonus Cantrip", - "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 65, - "subclassShortName": "Prophecy", - "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, - "entries": [ - "When you choose this domain at 1st level, you gain the {@spell guidance} cantrip if you don't already know it." ] }, - { - "name": "Oracle's Burden", + { + "name": "Bonus Proficiency", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 65, - "subclassShortName": "Prophecy", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Piss & Vinegar", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "Starting at 1st level, you gain one of the following burdens.", - { - "type": "options", - "count": 1, - "entries": [ - { - "type": "refOptionalfeature", - "optionalfeature": "Clouded Eyes|UltimateAdventurer" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Venerable|UltimateAdventurer" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Withered Hand|UltimateAdventurer" - } - ] - } + "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": "Channel Divinity: Prophetic Vision", + "name": "Salty Salute", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 65, - "subclassShortName": "Prophecy", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Piss & Vinegar", "subclassSource": "UltimateAdventurer", - "level": 2, + "level": 3, "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." + "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": "Cryptic Advice", + "name": "Dirty Tricks", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 66, - "subclassShortName": "Prophecy", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 204, + "subclassShortName": "Piss & Vinegar", "subclassSource": "UltimateAdventurer", "level": 6, "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." + "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": "Potent Spellcasting", + "name": "Mean Old Cuss", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 66, - "subclassShortName": "Prophecy", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 205, + "subclassShortName": "Piss & Vinegar", "subclassSource": "UltimateAdventurer", - "level": 8, + "level": 11, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, "entries": [ - "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + "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": "Soothsaying", + "name": "The Uncouth Art", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 66, - "subclassShortName": "Prophecy", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 205, + "subclassShortName": "Piss & Vinegar", "subclassSource": "UltimateAdventurer", "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, 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": "Time Domain", + "name": "Relentless Revenant", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 66, - "subclassShortName": "Time", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 205, + "subclassShortName": "Relentless Revenant", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 3, "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.", - { - "type": "table", - "caption": "Time Domain Spells", - "colLabels": [ - "Cleric Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9" - ], - "rows": [ - [ - "1st", - "{@spell expeditious retreat}, {@spell oscillating chronology|UltimateAdventurer}" - ], - [ - "3rd", - "{@spell fortuity conflux|UltimateAdventurer}, {@spell hold person}" - ], - [ - "5th", - "{@spell haste}, {@spell slow}" - ], - [ - "7th", - "{@spell abeyed discharge|UltimateAdventurer}, {@spell death ward}" - ], - [ - "9th", - "{@spell far step|XGE}, {@spell hold monster}" - ] - ] - }, + "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": "Blessings of Time|Cleric||Time|UltimateAdventurer|1" + "subclassFeature": "Terrible Talisman|Pugilist|UltimateAdventurer|Relentless Revenant|UltimateAdventurer|3" }, - { + { "type": "refSubclassFeature", - "subclassFeature": "Sacred Seconds|Cleric||Time|UltimateAdventurer|1" + "subclassFeature": "No Escape|Pugilist|UltimateAdventurer|Relentless Revenant|UltimateAdventurer|3" } - ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Time-Domain.webp" + ] }, { - "name": "Blessings of Time", + "name": "Terrible Talisman", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 66, - "subclassShortName": "Time", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 205, + "subclassShortName": "Relentless Revenant", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "When you choose this domain at 1st level, you are bestowed additional time. For every 2 years that pass, your body ages only 1 year. In addition, you are immune to being magically aged." + "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": "Sacred Seconds", + { + "name": "No Escape", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 66, - "subclassShortName": "Time", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 205, + "subclassShortName": "Relentless Revenant", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "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 Dash, Disengage, or Dodge action a number of times equal to your proficiency bonus.", - "You regain all expended uses when you finish a long rest." + "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": "Channel Divinity: Chronal Flux", + "name": "Grave Cold Fury", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 66, - "subclassShortName": "Time", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 206, + "subclassShortName": "Relentless Revenant", "subclassSource": "UltimateAdventurer", - "level": 2, + "level": 6, "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 Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object action." + "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": "Moment of Intercession", + "name": "Defy Death", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 66, - "subclassShortName": "Time", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 206, + "subclassShortName": "Relentless Revenant", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 11, "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." + "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": "Potent Spellcasting", + "name": "Enhanced Terrible Talisman", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 67, - "subclassShortName": "Time", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 206, + "subclassShortName": "Relentless Revenant", "subclassSource": "UltimateAdventurer", - "level": 8, + "level": 17, "header": 2, "entries": [ - "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." + "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": "Hallowed Synchrony", + "name": "Urban Legend", "source": "UltimateAdventurer", - "className": "Cleric", - "classSource": "PHB", - "page": 67, - "subclassShortName": "Time", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 206, + "subclassShortName": "Relentless Revenant", "subclassSource": "UltimateAdventurer", "level": 17, "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." + "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": "Armiger", + "name": "Rift Hitter", "source": "UltimateAdventurer", - "page": 77, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Armiger", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Rift Hitter", "subclassSource": "UltimateAdventurer", "level": 3, - "header": 1, "entries": [ - "Armigers take pride in their armor and learn to use it to deflect attacks that might otherwise prove lethal. Masters of defense, these fighters create, mend, and maintain their own shields and suits of armor. Where many warriors enter battle hoping to make quick work of their enemies, Armigers focus on outlasting their foes rather than quickly dispatching them.", + "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": "Fighting Style|Fighter|PHB|Armiger|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Portal Punching|Pugilist|UltimateAdventurer|Rift Hitter|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Ironclad|Fighter|PHB|Armiger|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Pocket Dimension|Pugilist|UltimateAdventurer|Rift Hitter|UltimateAdventurer|3" } ] }, { - "name": "Fighting Style", + "name": "Portal Punching", "source": "UltimateAdventurer", - "page": 77, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Armiger", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Rift Hitter", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, "entries": [ - "When you choose this archetype at 3rd level, you gain a defensive combat specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", - { - "type": "entries", - "entries": [ - { - "type": "options", - "count": 1, - "entries": [ - { - "type": "refOptionalfeature", - "optionalfeature": "Defense|PHB" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Interception|TCE" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Protection|PHB" - } - ] - } - ] - } + "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": "Ironclad", + "name": "Pocket Dimension", "source": "UltimateAdventurer", - "page": 77, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Armiger", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Rift Hitter", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, - "toolProficiencies": [ - { - "leatherworker's tools": true, - "smith's tools": true, - "weaver's tools": true - } - ], - "entries": [ - "Also at 3rd level, you are practiced in the discipline of creating and maintaining armor. You gain proficiency with leatherworker's tools, smith's tools, and weaver's tools.", - "In addition, your ability to get the most out of your armor is represented by a pool of d6s equal to your fighter level. When you take damage other than psychic while you are wearing armor, you can roll one of these dice and reduce the damage you take by the result (to a minimum of 0).", - "You regain all expended dice in this pool when you finish a long rest." - ] - }, - { - "name": "Defensive Fighting", - "source": "UltimateAdventurer", - "page": 78, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Armiger", - "subclassSource": "UltimateAdventurer", - "level": 7, - "header": 2, "entries": [ - "Starting at 7th level, you get a special reaction in addition to your normal reaction. You can use this special reaction only to make an opportunity attack or use a reaction granted by one of your Fighting Styles, and you can't use it on the same turn that you use your normal reaction. Once you use this special reaction, you can't use it again until the start of your next turn." + "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": "Mithrilclad", + "name": "Eraser", "source": "UltimateAdventurer", - "page": 78, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Armiger", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Rift Hitter", "subclassSource": "UltimateAdventurer", - "level": 10, + "level": 6, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, "entries": [ - "Starting at 10th level, the dice granted by your Ironclad feature become d8s. You also gain an additional fighting style of your choice from those listed at 3rd level for this archetype.", + "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": "entries", - "entries": [ + "type": "list", + "style": "list-hang-notitle", + "items": [ { - "type": "options", - "count": 1, + "type": "item", + "name": "Propelling Yourself", "entries": [ - { - "type": "refOptionalfeature", - "optionalfeature": "Defense|PHB" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Interception|TCE" - }, - { - "type": "refOptionalfeature", - "optionalfeature": "Protection|PHB" - } + "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." ] } ] @@ -15812,2335 +16236,1998 @@ ] }, { - "name": "Ringing Rebuke", + "name": "Flicker Fists", "source": "UltimateAdventurer", - "page": 78, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Armiger", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Rift Hitter", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 11, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 2 + }, "entries": [ - "Starting at 15th level, when you use your Ironclad dice to reduce damage from a melee attack, the attacker takes bludgeoning damage equal to the result of the die." + "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": "Adamantclad", + "name": "Making Space", "source": "UltimateAdventurer", - "page": 78, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Armiger", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 205, + "subclassShortName": "Rift Hitter", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 17, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 6 + }, "entries": [ - "Starting at 18th level, the dice granted by your Ironclad feature become d10s.", - "Additionally, when you finish a short rest, you can choose to regain half your level in expended dice from your Ironclad feature. Once you regain dice in this way, you can't do so again until you finish a long rest." + "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": "Combat Medic", + "name": "The Squared Circle", "source": "UltimateAdventurer", - "page": 78, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Combat Medic", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Squared Circle", "subclassSource": "UltimateAdventurer", "level": 3, - "header": 1, "entries": [ - "A Combat Medic knows how to create carnage as well as any other fighter, but also learns to deal with the aftermath. These fighters know how to quickly assess a situation to determine where they are most needed, and how to use materials on hand for feats of medical skill that save lives.", + "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": "Medical Training|Fighter|PHB|Combat Medic|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Groundwork|Pugilist|UltimateAdventurer|Squared Circle|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Battlefield Medicine|Fighter|PHB|Combat Medic|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Muscle Mass|Pugilist|UltimateAdventurer|Squared Circle|UltimateAdventurer|3" } ] }, { - "name": "Medical Training", + "name": "Groundwork", "source": "UltimateAdventurer", - "page": 78, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Combat Medic", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 207, + "subclassShortName": "Squared Circle", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, - "skillProficiencies": [ + "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.", { - "medicine": true + "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}." + ] + } + ] } - ], - "entries": [ - "When you choose this archetype at 3rd level, you gain proficiency in the {@skill medicine} skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make using the skill." ] }, { - "name": "Battlefield Medicine", + "name": "Muscle Mass", "source": "UltimateAdventurer", - "page": 78, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Combat Medic", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 208, + "subclassShortName": "Squared Circle", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, - "toolProficiencies": [ + "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": [ { - "leatherworker's tools": true, - "smith's tools": true, - "weaver's tools": true + "athletics": true } - ], - "entries": [ - "At 3rd level, you learn to treat wounds and ailments quickly and efficiently. Your medical expertise is represented by a pool of d6s. The number of dice in this pool equals your fighter level.", - "As an action, you can heal a willing creature within your reach, spending dice from the pool. The maximum number of dice you can spend at once equals half your fighter level. Roll the dice you spend, add them together, and restore a number of hit points equal to the total + your proficiency bonus.", - "Alternatively, you can expend two of the dice from the pool to end one effect imposing the paralyzed, poisoned, or stunned condition on the target.", - "This dice pool regains one expended die whenever you finish a short rest, and all expended dice when you finish a long rest." - ] - }, - { - "name": "Doctor of War", - "source": "UltimateAdventurer", - "page": 78, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Combat Medic", - "subclassSource": "UltimateAdventurer", - "level": 7, - "header": 2, - "entries": [ - "Starting at 7th level, when you expend dice from your Battlefield Medicine pool as part of your action, you can make one weapon attack as a bonus action." ] }, { - "name": "Triage Expert", + "name": "Meat Shield", "source": "UltimateAdventurer", - "page": 78, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Combat Medic", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 208, + "subclassShortName": "Squared Circle", "subclassSource": "UltimateAdventurer", - "level": 10, + "level": 6, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, "entries": [ - "At 10th level, you become an expert at quickly analyzing battlefield scenarios and maneuvering yourself to the places you're most needed. You can give yourself a bonus to your initiative rolls equal to your proficiency bonus, and you can take the Dash action as a bonus action on your turn." + "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": "Battlefield Surgery", + "name": "Heavyweight", "source": "UltimateAdventurer", - "page": 78, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Combat Medic", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 208, + "subclassShortName": "Squared Circle", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 11, "header": 2, "entries": [ - "Starting at 15th level, whenever you finish a short rest, your Battlefield Medicine dice pool now regains a number of expended dice equal to your proficiency bonus.", - "Additionally, you can use your action and expend three of the dice from the pool to return a creature within 5 feet of you to life with 1 hit point, provided the target has died within the last minute. A creature returned to life this way gains one level of exhaustion." + "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": "Angel of Mercy", + "name": "Clean Finish", "source": "UltimateAdventurer", - "page": 78, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Combat Medic", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 208, + "subclassShortName": "Squared Circle", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 17, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 6 + }, "entries": [ - "Starting at 18th level, you excel at dodging attacks while you're focused on triage. When you end your turn without having made more than one attack roll or forced a creature to make a saving throw this turn, attacks made against you have disadvantage until the start of your next turn." + "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": "Gladiator", + "name": "The Sweet Science", "source": "UltimateAdventurer", - "page": 81, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gladiator", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 209, + "subclassShortName": "Sweet Science", "subclassSource": "UltimateAdventurer", "level": 3, - "header": 1, "entries": [ - "You've turned life or death combat into a form of entertainment. While other fighters focus on honing their skills to get the job done, gladiators combine martial prowess with crowd-pleasing. The only thing you love more than a good fight is a big audience cheering you on. You've learned to challenge your opponents to one-on-one combat and leverage your natural showmanship for advantage in combat.", + "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": "Entertainer|Fighter|PHB|Gladiator|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Bare Knuckle Boxer|Pugilist|UltimateAdventurer|Sweet Science|UltimateAdventurer|3" }, { "type": "refSubclassFeature", - "subclassFeature": "Mano-a-Mano Mark|Fighter|PHB|Gladiator|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Cross Counter|Pugilist|UltimateAdventurer|Sweet Science|UltimateAdventurer|3" } ] }, { - "name": "Entertainer", + "name": "Bare Knuckle Boxer", "source": "UltimateAdventurer", - "page": 81, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gladiator", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 209, + "subclassShortName": "Sweet Science", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, - "skillProficiencies": [ - { - "choose": { - "from": [ - "athletics", - "intimidation", - "performance", - "persuasion" - ] - } - } - ], - "languageProficiencies": [ - { - "any": 1 - } - ], "entries": [ - "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Athletics, Intimidation, Performance, or Persuasion. Additionally, you learn one language of your choice." + "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": "Mano-a-Mano Mark", + "name": "Cross Counter", "source": "UltimateAdventurer", - "page": 81, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gladiator", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 209, + "subclassShortName": "Sweet Science", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 2 + }, "entries": [ - "Starting at 3rd level, you can issue a challenge to a foe that makes it hesitate to engage your allies. When you hit a creature with a weapon attack, you can mark the creature for 1 minute. This effect ends early if you attack another creature, become incapacitated or die, or someone else marks the creature.", - "If the creature makes an attack against a creature other than you, you have advantage on all weapon attacks against the creature until the end of your next turn. Additionally, you gain a special reaction that you can use once each round to make one weapon attack against the marked creature when it moves out of your reach or attacks a creature other than you. You cannot use this special reaction and your normal reaction on the same turn." + "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": "Roar of the Crowd", + "name": "One, Two, Three, Floor", "source": "UltimateAdventurer", - "page": 82, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gladiator", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 209, + "subclassShortName": "Sweet Science", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 6, "header": 2, + "consumes": { + "name": "Moxie", + "amount": 1 + }, "entries": [ - "Starting at 7th level, when you take the Attack action on your turn, you can use a bonus action to showboat for your allies. When you do, choose a number of hostile creatures within 15 feet up to the number of friendly creatures within 15 feet. The chosen creatures must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or take psychic damage equal to 1d6 + your fighter level.", - "You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses of it when you finish a long rest." + "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": "Build the Heat", + "name": "Float Like a Butterfly, Sting Like a Bee", "source": "UltimateAdventurer", - "page": 82, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gladiator", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 209, + "subclassShortName": "Sweet Science", "subclassSource": "UltimateAdventurer", - "level": 10, + "level": 11, "header": 2, "entries": [ - "Starting at 10th level, when you deal damage to the target of your Mano-a-Mano Mark, you roll twice and use the higher result. When the target of your Mano-a-Mano Mark deals damage to a creature other than you, it rolls the damage twice and uses the lower result." + "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": "Big Finish", + "name": "Knock Out", "source": "UltimateAdventurer", - "page": 82, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gladiator", + "className": "Pugilist", + "classSource": "UltimateAdventurer", + "page": 209, + "subclassShortName": "Sweet Science", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 17, "header": 2, + "consumes": { + "name": "Moxie" + }, "entries": [ - "Starting at 15th level, when you deal damage to a creature with a weapon attack and its remaining hit points immediately afterward are equal to or less than your fighter level + your Charisma score, you learn that fact and can choose to reduce the creature's hit points to 0.", - "Once you use this feature, you can't use it again until you finish a short or long rest." + "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." ] }, { - "name": "Signature Move", + "name": "Commerce Domain", "source": "UltimateAdventurer", - "page": 82, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Gladiator", + "page": 59, + "subclassShortName": "Commerce", "subclassSource": "UltimateAdventurer", - "level": 18, - "header": 2, + "level": 1, "entries": [ - "Starting at 18th level, you have mastered a signature move that entertains any audience and dispatches your opponents with brutal efficiency. When you learn this feature, name your signature move and determine what it looks like. As an action on your turn, you can use your signature move.", - "When you use your signature move, you do the following in any order:", + "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.", + "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": "list", - "items": [ - "Move up to twice your base walking speed. During this movement, your jumping distances are tripled.", - "Gain temporary hit points equal to your fighter level + your Charisma score.", - "Take the Attack action. Your final weapon attack as part of the Attack action has advantage and deals additional damage equal to your Charisma score." + "type": "table", + "caption": "Commerce Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell comprehend languages}, {@spell identify}" + ], + [ + "3rd", + "{@spell locate object}, {@spell zone of truth}" + ], + [ + "5th", + "{@spell part and parcel|UltimateAdventurer}, {@spell tongues}" + ], + [ + "7th", + "{@spell leomund's secret chest}, {@spell locate creature}" + ], + [ + "9th", + "{@spell greater restoration}, {@spell raise dead}" + ] ] }, - "You can use your signature move once. You regain its use when you roll initiative." - ] - }, - { - "name": "Gunslinger", - "source": "UltimateAdventurer", - "page": 82, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Gunslinger", - "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 1, - "entries": [ - "You are one of a rare new breed of fighters in the world. Gunslingers master the use of firearms as they wrestle with their place in society, wander the world, and settle personal grudges. These fighters use new technology to do battle, but the reasons they fight are timeless. Gunslingers live by a code, though whether that code gives them free reign to terrorize the local town or demands they protect it at all costs depends on the path they choose for themselves. When you live and die by the gun, you're a gunslinger.", { "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Fighter|PHB|Gunslinger|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Blessings of Commerce|Cleric||Commerce|UltimateAdventurer|1" }, { "type": "refSubclassFeature", - "subclassFeature": "True Grit|Fighter|PHB|Gunslinger|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Instant Gratification|Cleric||Commerce|UltimateAdventurer|1" } ] }, { - "name": "Bonus Proficiencies", + "name": "Blessings of Commerce", "source": "UltimateAdventurer", - "page": 82, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Gunslinger", + "page": 60, + "subclassShortName": "Commerce", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, - "toolProficiencies": [ - { - "tinker's tools": true, - "gaming set": true - } - ], - "languageProficiencies": [ - { - "any": 1 - } - ], + "level": 1, + "header": 1, "entries": [ - "When you choose this archetype at 3rd level, you gain proficiency with one gaming set of your choice and with tinker's tools. In addition, you learn one language of your choice." + "When you choose this domain at 1st level, you gain the {@spell mending} cantrip if you don't already know it, and you can use a money pouch or coin purse as a holy symbol." ] }, { - "name": "True Grit", + "name": "Instant Gratification", "source": "UltimateAdventurer", - "page": 82, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Gunslinger", + "page": 60, + "subclassShortName": "Commerce", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, + "level": 1, + "header": 1, "entries": [ - "At 3rd level, a life of getting by depending on no one but yourself has given you a deep reserve of grit. You have a number of grit points equal to 1 + your proficiency bonus. You can expend a grit point to power deeds (special abilities gunslingers learn), including the following:", - { - "type": "entries", - "name": "Fan the Hammer", - "entries": [ - "Once per turn when you make a ranged weapon attack with a six shooter and miss, you can expend 1 grit point to make another attack with a six shooter as part of the same action." - ] - }, + "Also starting at 1st level, you can bypass the lengthy process of haggling for mundane items and wealth by converting goods to coins and vice versa. As an action, you can use this feature for one of the following effects:", { - "type": "entries", - "name": "Fast Hands", - "entries": [ - "You can expend 1 grit point when you take the {@action Attack|PHB} action to ignore {@itemProperty LD|PHB|loading} of black powder weapons this turn." + "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." ] }, - { - "type": "entries", - "name": "Iron Sights", - "entries": [ - "You can expend 1 grit point before you make a ranged weapon attack using a black powder weapon to gain advantage on the attack roll.", - "You regain an expended grit when you score a critical hit using a black powder weapon. You regain all expended grit points when you complete a short or long rest." - ] - } + "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." ] }, { - "name": "Wild Stallion", + "name": "Channel Divinity: Irrefusable Offer", "source": "UltimateAdventurer", - "page": 82, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Gunslinger", + "page": 60, + "subclassShortName": "Commerce", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 2, "header": 2, "entries": [ - "Starting at 7th level, you can perform a 10-minute ritual to cast the {@spell find steed} spell. Charisma is your spellcasting ability for this feature." + "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.", + "This feature has no effect on creatures that are immune to the charmed condition, or that place no value in gold or money, such as creatures of Intelligence 4 or lower." ] }, { - "name": "Sown Oats", + "name": "Liquid Assets", "source": "UltimateAdventurer", - "page": 82, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Gunslinger", + "page": 60, + "subclassShortName": "Commerce", "subclassSource": "UltimateAdventurer", - "level": 10, + "level": 6, "header": 2, "entries": [ - "Starting at 10th level, your maximum number of grit points increases by 2. In addition, you have to make a hard choice about which side of the law you fall on. You must choose to gain the Black Hat or White Hat deed.", - { - "type": "entries", - "name": "Black Hat", - "entries": [ - "When you make a {@skill Deception}, {@skill Intimidation}, or {@skill Stealth} ability check, you can spend 1 grit point to gain advantage on the roll." - ] - }, - { - "type": "entries", - "name": "White Hat", - "entries": [ - "When you make an {@skill Investigation}, {@skill Insight}, or {@skill Persuasion} ability check, you can spend 1 grit point to gain advantage on the roll." - ] - } + "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." ] }, { - "name": "Trick Shot", + "name": "Potent Spellcasting", "source": "UltimateAdventurer", - "page": 83, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Gunslinger", + "page": 60, + "subclassShortName": "Commerce", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 8, "header": 2, "entries": [ - "Starting at 15th level, when a creature you can see makes a ranged weapon attack, you can use your reaction to shoot the attack out of the air. When you do, make a weapon attack with a black powder weapon. If your result is greater than the triggering attack result, the triggering attack misses." + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." ] }, { - "name": "Deadeye", + "name": "Adventure Capitalist", "source": "UltimateAdventurer", - "page": 83, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Gunslinger", + "page": 60, + "subclassShortName": "Commerce", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 17, "header": 2, "entries": [ - "Starting at 18th level, weapon attacks you make with a black powder weapon score a critical hit on a roll of 19 or 20 on the d20." + "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}.", + "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." ] }, { - "name": "End of the Road", + "name": "Darkness Domain", "source": "UltimateAdventurer", - "page": 83, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Gunslinger", + "page": 61, + "subclassShortName": "Darkness", "subclassSource": "UltimateAdventurer", - "level": 18, - "header": 2, + "level": 1, "entries": [ - "Starting at 18th level, you gain a new deed based on your choice of Sown Oats deed. If you chose Black Hat, you gain the Hero Stopper deed. If you chose White Hat, you gain the Villain Dropper deed.", + "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.", + "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": "entries", - "name": "Hero Stopper", - "entries": [ - "When you score a critical hit with a black powder weapon, you can expend 1 grit point to roll your attack's damage dice three times and add them together, instead of twice as normal for a critical." + "type": "table", + "caption": "Darkness Domain Spells", + "colLabels": [ + "Cleric Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell arms of hadar}, {@spell cause fear|XGE}" + ], + [ + "3rd", + "{@spell darkness}, {@spell shadow blade|XGE}" + ], + [ + "5th", + "{@spell fear}, {@spell summon shadowspawn|TCE}" + ], + [ + "7th", + "{@spell evard's black tentacles}, {@spell shadow of moil|XGE}" + ], + [ + "9th", + "{@spell dusk|UltimateAdventurer}, {@spell enervation|XGE}" + ] ] }, - { - "type": "entries", - "name": "Villain Dropper", - "entries": [ - "When you score a critical hit with a black powder weapon, you can expend 1 grit point. If you do, all attacks against that creature before the start of your next turn have advantage." - ] - } - ] - }, - { - "name": "Seafarer", - "source": "UltimateAdventurer", - "page": 83, - "className": "Fighter", - "classSource": "PHB", - "subclassShortName": "Seafarer", - "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 1, - "entries": [ - "The seafarer has gone by many a name, depending on the nature of their time upon the sea. Mariner, bluejacket, sea dog — all of these hearty sailors are tied together by a life on the waters and the trials it puts one through. The seafarer is not always the most practiced fighter, but what they lack in expertise they make up for in camaraderie. A sailor knows how to bond with their fellow crew to finish a task, and their shanty songs keep morale high through even the roughest battle.", { "type": "refSubclassFeature", - "subclassFeature": "Sailor's Life|Fighter|PHB|Seafarer|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Umbral Vision|Cleric||Darkness|UltimateAdventurer|1" }, { "type": "refSubclassFeature", - "subclassFeature": "Sea Shanties|Fighter|PHB|Seafarer|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Tendril of Darkness|Cleric||Darkness|UltimateAdventurer|1" } ] }, { - "name": "Sailor's Life", + "name": "Umbral Vision", "source": "UltimateAdventurer", - "page": 83, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Seafarer", + "page": 62, + "subclassShortName": "Darkness", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, - "toolProficiencies": [ - { - "navigator's tools": true - } - ], + "level": 1, + "header": 1, "entries": [ - "When you choose this archetype at 3rd level, you gain proficiency with water vehicles and navigator's tools. In addition, you have a swimming speed equal to your walking speed and you can hold your breath for twice as long as normal." + "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.", + "Once you reach 6th level in this class, magical darkness no longer impedes your darkvision." ] }, { - "name": "Sea Shanties", + "name": "Tendril of Darkness", "source": "UltimateAdventurer", - "page": 83, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Seafarer", + "page": 62, + "subclassShortName": "Darkness", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, + "level": 1, + "header": 1, "entries": [ - "Starting at 3rd level, you can sing sea shanties to spur your allies into rhythmic cooperation. As a bonus action, you can start a shanty which lasts for 1 minute, or until your concentration is broken (as if concentrating on a spell) or you stop singing (no action required). When you do, and at the start of each of your turns while you are singing, each friendly creature within 30 feet of you that can hear you can use its reaction to join in. A creature that joins your shanty, whether by singing, drumming an accompanying beat, or moving in step with the rhythm, gains the benefits of the shanty until the start of your next turn. Whenever you start a shanty, you choose which of the following songs to sing.", - { - "type": "entries", - "name": "Roll the Tide Along", - "entries": [ - "A song of moving forward under any circumstances. Each creature participating in this shanty has advantage on Dexterity saving throws and cannot be knocked {@condition prone} or pushed against its will." - ] - }, - { - "type": "entries", - "name": "Drunken Sailor's Morning", - "entries": [ - "A song of enduring pain and consequences. Each creature participating in this shanty has advantage on Constitution saving throws and gains temporary hit points equal to your fighter level each time it joins the shanty." - ] - }, - { - "type": "entries", - "name": "Forget Not Your Mates", - "entries": [ - "A song of recalling past friends and experiences. Each creature participating in this shanty has advantage on Intelligence saving throws and reduces the damage it takes from spells by an amount equal to your proficiency bonus." - ] - }, - { - "type": "entries", - "name": "Blood Red Sirens", - "entries": [ - "A song of working through oncoming terrors. Each creature participating in this shanty has advantage on Wisdom saving throws and is immune to the {@condition charmed} and {@condition frightened} condition while participating." - ] - }, - { - "type": "entries", - "name": "Haul, Ye Wayfarers", - "entries": [ - "A song of camaraderieship and shared labor. Each creature participating in this shanty has advantage on Charisma saving throws and a +1 bonus to AC if it is within 5 feet of another friendly creature that isn't {@condition incapacitated}." - ] - }, - "Once you use this feature to sing a shanty, you can't use it again until you finish a short or long rest. You can use this feature twice between short or long rests starting at 15th level." + "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.", + "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." ] }, { - "name": "Sound of the Sea", + "name": "Channel Divinity: Grasping Shadows", "source": "UltimateAdventurer", - "page": 84, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Seafarer", + "page": 62, + "subclassShortName": "Darkness", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 2, "header": 2, - "skillProficiencies": [ - { - "performance": true - } - ], "entries": [ - "Starting at 7th level, you gain proficiency in the Performance skill and your proficiency bonus is doubled for any ability check you make using that skill. In addition, when you make a Constitution saving throw to maintain concentration on a sea shanty, you can add a bonus equal to your Charisma modifier (minimum +1) to the roll." + "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 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." ] }, { - "name": "Working Song", + "name": "Channel Divinity: Torrent of Gloom", "source": "UltimateAdventurer", - "page": 84, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Seafarer", + "page": 62, + "subclassShortName": "Darkness", "subclassSource": "UltimateAdventurer", - "level": 10, + "level": 6, "header": 2, "entries": [ - "Starting at 10th level, when a creature, including yourself, is participating in your sea shanty, it can add a bonus equal to your Charisma modifier (minimum +1) to an attack roll, damage roll, or saving throw it makes. Once it adds this bonus to a roll, it cannot do so again until the start of its next turn." + "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.", + "You can dismiss the sphere early by using a bonus action on your turn." ] }, { - "name": "Deep Lungs", + "name": "Divine Strike", "source": "UltimateAdventurer", - "page": 84, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Seafarer", + "page": 62, + "subclassShortName": "Darkness", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 8, "header": 2, "entries": [ - "Starting at 15th level, the range of your Sea Shanties increases to 60 feet. In addition, you can hold your breath for a number of hours equal to your Constitution modifier (minimum 1)." + "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." ] }, { - "name": "Anchoring Bonds", + "name": "Champion of the Void", "source": "UltimateAdventurer", - "page": 84, - "className": "Fighter", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Seafarer", + "page": 62, + "subclassShortName": "Darkness", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 17, "header": 2, "entries": [ - "Starting at 18th level, you can use a bonus action while concentrating on a sea shanty to allow each creature participating in your sea shanty to make one melee weapon attack against a creature within range or move up to half its speed (no action required by the participant).", - "You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest." + "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 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.", + "A creature that succeeds on this saving throw is immune to this feature for 24 hours." ] }, { - "name": "Apex Predator", + "name": "Infernal Domain", "source": "UltimateAdventurer", - "page": 103, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Apex Predator", + "page": 62, + "subclassShortName": "Infernal", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 1, + "level": 1, "entries": [ - "You may not have been raised by beasts, but you certainly act like it. An Apex Predator uses all weapons at their disposal, lashing out with their teeth and nails at any enemy foolish enough to fight them in melee. Their instinctual affinity for animals gives rise to spells that grant them control over beasts. Their emulation of predators gives them a heightened capacity for violence and intimidation.", - { - "type": "refSubclassFeature", - "subclassFeature": "Apex Predator Magic|Ranger|PHB|Apex Predator|UltimateAdventurer|3|UltimateAdventurer" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Savage Resilience|Ranger|PHB|Apex Predator|UltimateAdventurer|3|UltimateAdventurer" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Tooth and Nail|Ranger|PHB|Apex Predator|UltimateAdventurer|3|UltimateAdventurer" - } - ] - }, - { - "name": "Apex Predator Magic", - "source": "UltimateAdventurer", - "page": 103, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Apex Predator", - "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, - "entries": [ - "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Apex Predator Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + "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.", { "type": "table", + "caption": "Infernal Domain Spells", "colLabels": [ - "Ranger Level", - "Spell" + "Cleric Level", + "Spells" ], "colStyles": [ "col-3 text-center", - "col-9 text-left" + "col-9" ], "rows": [ [ - "3rd", - "{@spell subdue beast|UltimateAdventurer}" + "1st", + "{@spell bane}, {@spell oath-sealing covenant|UltimateAdventurer}" ], [ - "5th", - "{@spell animal messenger}" + "3rd", + "{@spell alter self}, {@spell locate object}" ], [ - "9th", - "{@spell conjure animals}" + "5th", + "{@spell bestow curse}, {@spell revivify}" ], [ - "13th", - "{@spell dominate beast}" + "7th", + "{@spell compulsion}, {@spell wall of fire}" ], [ - "17th", - "{@spell hold monster}" + "9th", + "{@spell geas}, {@spell infernal calling|XGE}" ] ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Devil in the Details|Cleric||Infernal|UltimateAdventurer|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Diabolical Temptation|Cleric||Infernal|UltimateAdventurer|1" } - ] + ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Infernal-Domain.webp" }, { - "name": "Savage Resilience", + "name": "Devil in the Details", "source": "UltimateAdventurer", - "page": 103, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Apex Predator", + "page": 63, + "subclassShortName": "Infernal", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, + "level": 1, + "header": 1, + "languageProficiencies": [ + { + "infernal": true + } + ], + "skillProficiencies": [ + { + "choose": { + "from": [ + "insight", + "deception", + "persuasion" + ] + } + } + ], "entries": [ - "At 3rd level, your hit point maximum increases by 6 hit points. Whenever you gain a ranger level, your hit point maximum increases by an additional 2 hit points." + "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." ] }, { - "name": "Tooth and Nail", + "name": "Diabolical Temptation", "source": "UltimateAdventurer", - "page": 104, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Apex Predator", + "page": 63, + "subclassShortName": "Infernal", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, + "level": 1, + "header": 1, "entries": [ - "At 3rd level, you learn to fight with your teeth and nails, which you can use to make unarmed strikes. If you hit, you deal piercing damage equal to 1d4 + your Strength modifier if using your bite or slashing damage equal to 1d4 + your Strength modifier if using your nails. This damage is in place of the bludgeoning damage normal for unarmed strikes.", - "Additionally, you can use a bonus action during each of your turns to make one unarmed strike.", - "Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + "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 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 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." ] }, { - "name": "Ferocious Mien", + "name": "Channel Divinity: Infernal Contract", "source": "UltimateAdventurer", - "page": 104, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Apex Predator", + "page": 63, + "subclassShortName": "Infernal", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 2, "header": 2, - "skillProficiencies": [ + "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.", + "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:", { - "intimidation": true + "type": "list", + "items": [ + "You gain 1d10 temporary hit points.", + "You grant an 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.", + "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." + ] } - ], - "entries": [ - "At 7th level, you gain proficiency in {@skill Intimidation} if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency." ] }, { - "name": "Bloodthirsty Assault", + "name": "Faustian Boon", "source": "UltimateAdventurer", - "page": 104, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Apex Predator", + "page": 64, + "subclassShortName": "Infernal", "subclassSource": "UltimateAdventurer", - "level": 11, + "level": 6, "header": 2, "entries": [ - "Starting at 11th level, when you deal damage with a weapon or unarmed strike and roll a 1 on a damage die, you can reroll the die and must use the new roll, even if the new roll is a 1." + "At 6th level, you learn the means by which to grant your allies infernal boons, though at a cost. As a bonus action, you can choose one the following effects to bestow on a willing creature that you can see other than yourself within 60 feet:", + { + "type": "list", + "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.", + "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." ] }, { - "name": "Predator's Counter", + "name": "Potent Spellcasting", "source": "UltimateAdventurer", - "page": 104, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Apex Predator", + "page": 64, + "subclassShortName": "Infernal", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 8, "header": 2, "entries": [ - "Starting at 15th level, when a creature within 5 feet of you attacks you, you can use your reaction to lash out at them before they strike you. When you do, make an unarmed strike against the creature before determining whether its attack hits you. If your attack hits, the attack roll against you has disadvantage." + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." ] }, { - "name": "Bounty Hunter", + "name": "Soul Broker", "source": "UltimateAdventurer", - "page": 103, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Bounty Hunter", + "page": 64, + "subclassShortName": "Infernal", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 1, + "level": 17, + "header": 2, "entries": [ - "Some rangers seek glory by hunting down the most dangerous creatures the multiverse has to offer; others take on the more practical tasks of capturing or eliminating criminals and other nuisances. A Bounty Hunter familiarizes themself with one particular creature at a time, mastering martial techniques for efficiently capturing or killing any bounty. The success of a Bounty Hunter rests on their employment of studious techniques for quickly becoming familiar with any unfamiliar quarry.", - { - "type": "refSubclassFeature", - "subclassFeature": "Bounty Hunter Magic|Ranger|PHB|Bounty Hunter|UltimateAdventurer|3|UltimateAdventurer" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Dead or Alive|Ranger|PHB|Bounty Hunter|UltimateAdventurer|3|UltimateAdventurer" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Efficient Takedown|Ranger|PHB|Bounty Hunter|UltimateAdventurer|3|UltimateAdventurer" - } + "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 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." ] }, { - "name": "Bounty Hunter Magic", + "name": "Love Domain", "source": "UltimateAdventurer", - "page": 103, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Bounty Hunter", + "page": 64, + "subclassShortName": "Love", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, + "level": 1, "entries": [ - "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bounty Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + "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.", { "type": "table", + "caption": "Love Domain Spells", "colLabels": [ - "Ranger Level", - "Spell" + "Cleric Level", + "Spells" ], "colStyles": [ "col-3 text-center", - "col-9 text-left" + "col-9" ], "rows": [ [ - "3rd", - "{@spell hunter's mark}" + "1st", + "{@spell charm person}, {@spell cure wounds}" ], [ - "5th", - "{@spell hold person}" + "3rd", + "{@spell calm emotions}, {@spell enthrall}" ], [ - "9th", - "{@spell slow}" + "5th", + "{@spell sending}, {@spell tongues}" ], [ - "13th", - "{@spell quarry's mark|UltimateAdventurer}" + "7th", + "{@spell compulsion}, {@spell locate creature}" ], [ - "17th", - "{@spell hold monster}" + "9th", + "{@spell dream}, {@spell rary's telepathic bond}" ] ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Blessings of Love|Cleric||Love|UltimateAdventurer|1" } - ] + ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Love-Domain.webp" }, { - "name": "Dead or Alive", + "name": "Blessings of Love", "source": "UltimateAdventurer", - "page": 103, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Bounty Hunter", + "page": 64, + "subclassShortName": "Love", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, + "level": 1, + "header": 1, + "skillProficiencies": [ + { + "choose": { + "from": [ + "insight", + "performance", + "persuasion" + ], + "count": 2 + } + } + ], "entries": [ - "When you choose this archetype at 3rd level, you learn to narrow your focus to a particular creature, watching for its idiosyncrasies, tells, and habits. As a bonus action, you designate one creature you can see within 120 feet of you as your bounty. While a creature is marked as your bounty, you gain a bonus equal to your Wisdom modifier (minimum +1) to any ability check you make to track the creature, to detect if it is attempting to deceive you, or to determine if it is hidden or disguised and what it may have done to do so.", - "The creature remains marked as your bounty until you use this feature to designate a different creature as your bounty, or if 24 hours pass without you seeing your bounty or finding a clue as to your bounty's whereabouts.", - "You can use this feature to designate a creature as your bounty once, and you regain your use of this feature when you finish a long rest, or if you or one of your companions reduces the bounty to 0 hit points or kills it." + "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.", + "In addition, you learn the {@spell friends} cantrip if you don't already know it. It counts as a cleric spell for you." ] }, { - "name": "Efficient Takedown", + "name": "Channel Divinity: Amorous Armor", "source": "UltimateAdventurer", - "page": 105, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Bounty Hunter", + "page": 64, + "subclassShortName": "Love", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 2, "header": 2, "entries": [ - "Starting at 3rd level, you learn to efficiently dispatch foes with swift strikes. When you take the Attack action on your turn, you can use your bonus action on the same turn to make a weapon attack. You don't add your ability modifier to the damage of this bonus attack unless the target is your bounty or that modifier is negative." + "Starting at 2nd level, you can use your Channel Divinity 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 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." ] }, { - "name": "Live Capture", + "name": "Channel Divinity: Change of Heart", "source": "UltimateAdventurer", - "page": 105, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Bounty Hunter", + "page": 64, + "subclassShortName": "Love", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 6, "header": 2, "entries": [ - "At 7th level, you become an expert at capturing enemies, instead of killing them. When you reduce a creature to 0 hit points with a weapon attack or spell, you can choose to knock the creature unconscious instead of killing it.", - "Additionally, when you hit a creature with the bonus action attack granted by your Efficient Takedown, you can choose for the attack to deal no damage to instead reduce the target’s speed to 0 until the end of your next turn." + "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.", + "When a creature succeeds on a saving throw against a 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." ] }, { - "name": "Bounty Agent", + "name": "Potent Spellcasting", "source": "UltimateAdventurer", - "page": 105, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Bounty Hunter", + "page": 65, + "subclassShortName": "Love", "subclassSource": "UltimateAdventurer", - "level": 11, + "level": 8, "header": 2, "entries": [ - "Starting at 11th level, you are able to find a creature no matter where it's hidden in the multiverse. You can designate a creature as your bounty with your Dead or Alive feature at any distance, given that you can see an accurate image of the creature within 30 feet of you. When you mark a creature as your bounty, it remains your bounty regardless of how long it has been since you last saw it or a clue of its whereabouts, until you designate a different creature as your bounty.", - "Additionally, each time you hit your bounty with an attack, it takes an extra 1d4 damage from the attack." + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." ] }, { - "name": "Know the Enemy", + "name": "Sermon of Love", "source": "UltimateAdventurer", - "page": 105, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Bounty Hunter", + "page": 65, + "subclassShortName": "Love", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 17, "header": 2, "entries": [ - "Starting at 15th level, you excel at anticipating the violent behaviors of your marks. When your bounty or a creature targeted with your {@spell hunter's mark} or {@spell quarry's mark|UltimateAdventurer} spell hits you with an attack, you can use your reaction to block the blow. When you do, the damage you take from the attack is reduced by 1d10 + your ranger level." - ] - }, - { - "name": "Cronesguard", - "source": "UltimateAdventurer", - "page": 105, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Cronesguard", - "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 1, - "entries": [ - "Although hags have a reputation for villainy, they are powerful protectors of natural places and those who choose to live on the fringes of civilization. In this role, the Feywild natives sometimes forge an unusual alliance with rangers with similar interests. Cronseguard act as a hag coven's agents in lands beyond their reach and, in exchange, the coven lends the ranger a portion of their power. You have made such a pledge.", - { - "type": "refSubclassFeature", - "subclassFeature": "Cronesguard Magic|Ranger|PHB|Cronesguard|UltimateAdventurer|3|UltimateAdventurer" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Cronespeech|Ranger|PHB|Cronesguard|UltimateAdventurer|3|UltimateAdventurer" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Dark Blades|Ranger|PHB|Cronesguard|UltimateAdventurer|3|UltimateAdventurer" - } + "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 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." ] }, { - "name": "Cronesguard Magic", + "name": "Prophecy Domain", "source": "UltimateAdventurer", - "page": 105, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Cronesguard", + "page": 65, + "subclassShortName": "Prophecy", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, + "level": 1, "entries": [ - "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Cronesguard Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.", + "Clerics of the prophecy domain may worship any god or no god at all. Their oracular burden isn't tied to the portfolio of a specific deity. Instead their faith in the divine order of the universe manifests as prophetic vision. This blessing is intertwined with a curse. All oracles and prophets labor under an affliction that debilitates them physically in some way even as it empowers them spiritually.", { "type": "table", + "caption": "Prophecy Domain Spells", "colLabels": [ - "Ranger Level", - "Spell" + "Cleric Level", + "Spells" ], "colStyles": [ "col-3 text-center", - "col-9 text-left" + "col-9" ], "rows": [ [ - "3rd", - "{@spell disguise self}" + "1st", + "{@spell embrace destiny|UltimateAdventurer}, {@spell guiding bolt}" ], [ - "5th", - "{@spell blur}" + "3rd", + "{@spell detect thoughts}, {@spell see invisibilty}" ], [ - "9th", - "{@spell bestow curse}" + "5th", + "{@spell bestow curse}, {@spell premonition|UltimateAdventurer}" ], [ - "13th", - "{@spell polymorph}" + "7th", + "{@spell arcane eye}, {@spell foreshadow|UltimateAdventurer}" ], [ - "17th", - "{@spell animate objects}" + "9th", + "{@spell commune}, {@spell dream}" ] ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Cantrip|Cleric||Prophecy|UltimateAdventurer|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oracle's Burden|Cleric||Prophecy|UltimateAdventurer|1" } - ] + ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Prophecy-Domain.webp" }, { - "name": "Cronespeech", + "name": "Bonus Cantrip", "source": "UltimateAdventurer", - "page": 105, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Cronesguard", + "page": 65, + "subclassShortName": "Prophecy", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, + "level": 1, + "header": 1, "entries": [ - "At 3rd level, you gain the ability to communicate telepathically with any creature with an Intelligence score of 6 or less within 60 feet, whether you share a language or not. You have advantage on Charisma checks you make to convince or influence such a creature.", - "Additionally, you can cast the {@spell find familiar} spell without expending a spell slot. Once you cast the spell with this feature, you can't cast it again until you finish a long rest." + "When you choose this domain at 1st level, you gain the {@spell guidance} cantrip if you don't already know it." + ] + }, + { + "name": "Oracle's Burden", + "source": "UltimateAdventurer", + "className": "Cleric", + "classSource": "PHB", + "page": 65, + "subclassShortName": "Prophecy", + "subclassSource": "UltimateAdventurer", + "level": 1, + "header": 1, + "entries": [ + "Starting at 1st level, you gain one of the following burdens.", + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Clouded Eyes|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Venerable|UltimateAdventurer" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Withered Hand|UltimateAdventurer" + } + ] + } ] }, { - "name": "Dark Blades", + "name": "Channel Divinity: Prophetic Vision", "source": "UltimateAdventurer", - "page": 106, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Cronesguard", + "page": 65, + "subclassShortName": "Prophecy", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 2, "header": 2, "entries": [ - "Also at 3rd level, once per turn when you hit a creature with a weapon attack, you can choose to deal an extra 1d6 necrotic damage to the target.", - "This damage increases to 1d12 when you reach 11th level in this class." + "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." ] }, { - "name": "Blessing of Mother Night", + "name": "Cryptic Advice", "source": "UltimateAdventurer", - "page": 106, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Cronesguard", + "page": 66, + "subclassShortName": "Prophecy", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 6, "header": 2, - "resist": [ - "necrotic" - ], "entries": [ - "By 7th level, your actions have pleased the crones that watch over you and given them a reason to protect you. You gain resistance to necrotic damage and have advantage on saving throws against being frightened.", - "Additionally, you gain one eldritch invocation of your choice from among those available to the warlock class, using your ranger level as a warlock level for the purpose of meeting an invocation's prerequisites. If an invocation references your Charisma or Charisma modifier you can use your Wisdom or Wisdom modifier instead. Whenever you gain a level in this class, you can replace the chosen invocation with a different one." + "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." ] }, { - "name": "Night Mother's Lullaby", + "name": "Potent Spellcasting", "source": "UltimateAdventurer", - "page": 106, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Cronesguard", + "page": 66, + "subclassShortName": "Prophecy", "subclassSource": "UltimateAdventurer", - "level": 11, + "level": 8, "header": 2, "entries": [ - "Starting at 11th level, you can call upon the power of the crones to stop the flow of battle. You learn the {@spell sleep} spell, which counts as a ranger spell for you.", - "When you cast sleep, you can channel the fey magic of your matrons. When you do, you can choose to use the maximum possible total on the dice instead of rolling to determine the total hit points of creatures the spell can affect. Once you use this ability, you can't use it again until you finish a long rest." + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." ] }, { - "name": "Heartstopping Horror", + "name": "Soothsaying", "source": "UltimateAdventurer", - "page": 106, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Cronesguard", + "page": 66, + "subclassShortName": "Prophecy", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 17, "header": 2, "entries": [ - "By the time you reach 15th level, you are as terrifying to a foe as any hag. When you would be hit by an attack, or targeted by the {@spell magic missile} spell, you can use your reaction to bind your foe with dread magic. The attacking creature must succeed on a Wisdom saving throw against your spell save DC or the triggering attack (or magic missile) misses and the creature is stunned until the end of your next turn.", - "You can use this feature a number of times equal to your proficiency bonus, and you regain your expended uses when you finish a long rest." + "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." ] }, { - "name": "Freerunner", + "name": "Time Domain", "source": "UltimateAdventurer", - "page": 106, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Freerunner", + "page": 66, + "subclassShortName": "Time", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 1, + "level": 1, "entries": [ - "Freerunners dedicate their lives to movement, seeing every obstacle in front of them as an opportunity for play. While most at home climbing and sprinting through sprawling metropolises, a Freerunner can jump and flip through any locale. Though many see these rangers as foolhardy show-offs, Freerunners understand that the art of parkour isn't about proving one's prowess, but about exulting in the joy of movement. Running upon the line between life and death makes them feel the most alive, and for them is the truest expression of freedom.", - { - "type": "refSubclassFeature", - "subclassFeature": "Freerunner Magic|Ranger|PHB|Freerunner|UltimateAdventurer|3|UltimateAdventurer" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Hardcore Parkour|Ranger|PHB|Freerunner|UltimateAdventurer|3|UltimateAdventurer" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Momentum Strike|Ranger|PHB|Freerunner|UltimateAdventurer|3|UltimateAdventurer" - } - ] - }, - { - "name": "Freerunner Magic", - "source": "UltimateAdventurer", - "page": 106, - "className": "Ranger", - "classSource": "PHB", - "subclassShortName": "Freerunner", - "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, - "entries": [ - "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Freerunner Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + "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.", { "type": "table", + "caption": "Time Domain Spells", "colLabels": [ - "Ranger Level", - "Spell" + "Cleric Level", + "Spells" ], "colStyles": [ "col-3 text-center", - "col-9 text-left" + "col-9" ], "rows": [ [ - "3rd", - "{@spell feather fall}" + "1st", + "{@spell expeditious retreat}, {@spell oscillating chronology|UltimateAdventurer}" ], [ - "5th", - "{@spell spider climb}" + "3rd", + "{@spell fortuity conflux|UltimateAdventurer}, {@spell hold person}" ], [ - "9th", - "{@spell haste}" + "5th", + "{@spell haste}, {@spell slow}" ], [ - "13th", - "{@spell freedom of movement}" + "7th", + "{@spell abeyed discharge|UltimateAdventurer}, {@spell death ward}" ], [ - "17th", - "{@spell far step|XGE}" + "9th", + "{@spell far step|XGE}, {@spell hold monster}" ] ] + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Blessings of Time|Cleric||Time|UltimateAdventurer|1" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Sacred Seconds|Cleric||Time|UltimateAdventurer|1" } - ] + ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Time-Domain.webp" }, { - "name": "Hardcore Parkour", + "name": "Blessings of Time", "source": "UltimateAdventurer", - "page": 106, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Freerunner", + "page": 66, + "subclassShortName": "Time", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, + "level": 1, + "header": 1, "entries": [ - "At 3rd level, your base walking speed increases by 10 feet.", - "Additionally, the world becomes your playground, allowing you to run and climb on every element of your surroundings. During your turn, you have the ability to move up, down, and across vertical surfaces while leaving your hands free. This benefit works only in short bursts; you fall if you end your turn without being on the ground or attached to a stable object and nothing else is holding you aloft. If you have a free hand and there is an available handhold in your space when you would begin falling at the end of your turn, you can use the free hand to catch yourself." + "When you choose this domain at 1st level, you are bestowed additional time. For every 2 years that pass, your body ages only 1 year. In addition, you are immune to being magically aged." + ] + }, + { + "name": "Sacred Seconds", + "source": "UltimateAdventurer", + "className": "Cleric", + "classSource": "PHB", + "page": 66, + "subclassShortName": "Time", + "subclassSource": "UltimateAdventurer", + "level": 1, + "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 Dash, Disengage, or Dodge action a number of times equal to your proficiency bonus.", + "You regain all expended uses when you finish a long rest." ] }, { - "name": "Momentum Strike", + "name": "Channel Divinity: Chronal Flux", "source": "UltimateAdventurer", - "page": 106, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Freerunner", + "page": 66, + "subclassShortName": "Time", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 2, "header": 2, "entries": [ - "At 3rd level, you learn to use the kinetic energy of your movement to empower your attacks. If you move at least 20 feet immediately before making a weapon attack, the attack deals an additional 1d6 damage on a hit.", - "When you reach 11th level in this class, your base walking speed increases by a further 10 feet and the additional damage increases to 1d10." + "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 Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object action." ] }, { - "name": "Safety Roll", + "name": "Moment of Intercession", "source": "UltimateAdventurer", - "page": 106, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Freerunner", + "page": 66, + "subclassShortName": "Time", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 6, "header": 2, "entries": [ - "At 7th level, you learn to perform a roll that reduces impact. When you take damage of any type other than psychic, you can use your reaction to reduce the damage by an amount equal to half your ranger level + your Dexterity modifier." + "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." ] }, { - "name": "Kinetic Precision", + "name": "Potent Spellcasting", "source": "UltimateAdventurer", - "page": 106, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Freerunner", + "page": 67, + "subclassShortName": "Time", "subclassSource": "UltimateAdventurer", - "level": 11, + "level": 8, "header": 2, "entries": [ - "At 11th level, you develop an uncanny precision to complement your breakneck speed. If you move at least 40 feet immediately before making a weapon attack, you make the attack roll with advantage." + "Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip." ] }, { - "name": "Fluid Movement", + "name": "Hallowed Synchrony", "source": "UltimateAdventurer", - "page": 107, - "className": "Ranger", + "className": "Cleric", "classSource": "PHB", - "subclassShortName": "Freerunner", + "page": 67, + "subclassShortName": "Time", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 17, "header": 2, "entries": [ - "Starting at 15th level, you move with incredible grace and agility. You gain the following benefits:", - { - "type": "list", - "items": [ - "You can move through the space of any creature without restriction.", - "Your movement doesn't provoke opportunity attacks.", - "Moving through difficult terrain costs you no extra movement.", - "It costs you only 5 feet of movement to stand up from being prone.", - "You can use Dexterity, instead of Strength, when determining the maximum distance of your long jump and height of your high jump." - ] - } + "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." ] }, { - "name": "Spirit Guardian", + "name": "Armiger", "source": "UltimateAdventurer", - "page": 110, - "className": "Ranger", + "page": 77, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Spirit Guardian", + "subclassShortName": "Armiger", "subclassSource": "UltimateAdventurer", "level": 3, "header": 1, "entries": [ - "Some rangers turn to the primordial to protect their homes, bonding with an elemental spirit. Spirit Guardians entwine their essence with these totemic guardians, manifesting aspects of the spirits' powers, and becoming far more attuned to the denizens of the Elemental Planes.", - { - "type": "refSubclassFeature", - "subclassFeature": "Spirit Guardian Magic|Ranger|PHB|Spirit Guardian|UltimateAdventurer|3|UltimateAdventurer" - }, + "Armigers take pride in their armor and learn to use it to deflect attacks that might otherwise prove lethal. Masters of defense, these fighters create, mend, and maintain their own shields and suits of armor. Where many warriors enter battle hoping to make quick work of their enemies, Armigers focus on outlasting their foes rather than quickly dispatching them.", { "type": "refSubclassFeature", - "subclassFeature": "Elemental Bond|Ranger|PHB|Spirit Guardian|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Fighting Style|Fighter|PHB|Armiger|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Spirit Strike|Ranger|PHB|Spirit Guardian|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Ironclad|Fighter|PHB|Armiger|UltimateAdventurer|3|UltimateAdventurer" } ] }, { - "name": "Spirit Guardian Magic", + "name": "Fighting Style", "source": "UltimateAdventurer", - "page": 110, - "className": "Ranger", + "page": 77, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Spirit Guardian", + "subclassShortName": "Armiger", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, "entries": [ - "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spirit Guardian Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", + "When you choose this archetype at 3rd level, you gain a defensive combat specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.", { - "type": "table", - "colLabels": [ - "Ranger Level", - "Spell" - ], - "colStyles": [ - "col-3 text-center", - "col-9 text-left" - ], - "rows": [ - [ - "3rd", - "{@spell unseen servant}" - ], - [ - "5th", - "{@spell elemental spike|UltimateAdventurer}" - ], - [ - "9th", - "{@spell elemental weapon}" - ], - [ - "13th", - "{@spell summon elemental|TCE}" - ], - [ - "17th", - "{@spell primordial weapon|UltimateAdventurer}" - ] + "type": "entries", + "entries": [ + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Defense|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Interception|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection|PHB" + } + ] + } ] } ] }, { - "name": "Elemental Bond", + "name": "Ironclad", "source": "UltimateAdventurer", - "page": 110, - "className": "Ranger", + "page": 77, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Spirit Guardian", + "subclassShortName": "Armiger", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, + "toolProficiencies": [ + { + "leatherworker's tools": true, + "smith's tools": true, + "weaver's tools": true + } + ], "entries": [ - "When you choose this archetype at 3rd level, you learn to speak, read, and write Primordial. Whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.", - "Additionally, your connection to the natural world causes you to bond with an elemental guardian spirit. Choose its elemental type: Boulderbear, Firecat, Riversnake, or Thunderbird. You gain that elemental type's Spirit Strike, as well as additional abilities it grants once you reach 7th level and 15th level in this class.", - "When you finish a long rest, you can choose for your guardian spirit to manifest as a different elemental type of your choice, replacing the abilities granted by its previous type with those of its new one." + "Also at 3rd level, you are practiced in the discipline of creating and maintaining armor. You gain proficiency with leatherworker's tools, smith's tools, and weaver's tools.", + "In addition, your ability to get the most out of your armor is represented by a pool of d6s equal to your fighter level. When you take damage other than psychic while you are wearing armor, you can roll one of these dice and reduce the damage you take by the result (to a minimum of 0).", + "You regain all expended dice in this pool when you finish a long rest." ] }, { - "name": "Spirit Strike", + "name": "Defensive Fighting", "source": "UltimateAdventurer", - "page": 110, - "className": "Ranger", + "page": 78, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Spirit Guardian", + "subclassShortName": "Armiger", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 7, "header": 2, "entries": [ - "Starting at 3rd level, you can have your guardian spirit harry creatures, imbuing your attacks against those creatures with elemental power. As a bonus action, choose one creature you can see within 60 feet of you. The next time you hit that creature with a weapon attack before the start of your next turn, the attack gains benefits based on your guardian spirit's elemental type.", - { - "type": "entries", - "name": "Boulderbear", - "entries": [ - "The target takes an additional {@damage 1d4} force damage, and its speed is halved until the start of your next turn as stone and dust impede its movements." - ] - }, - { - "type": "entries", - "name": "Firecat", - "entries": [ - "The target takes an additional {@damage 1d4} fire damage, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet until the start of your turn as ethereal flames alight on its body. For the duration, the creature can't become {@condition invisible} or hidden." - ] - }, - { - "type": "entries", - "name": "Riversnake", - "entries": [ - "The target takes an additional {@damage 1d4} cold damage, and it suffers disadvantage on the first attack roll or ability check it makes before the start of your next turn as frost forms on its extremities." - ] - }, - { - "type": "entries", - "name": "Thunderbird", - "entries": [ - "The target takes an additional {@damage 1d4} thunder damage, and you push it up to 10 feet in a straight line away from you as a boom of thunder audible to 300 feet knocks it back." - ] - } + "Starting at 7th level, you get a special reaction in addition to your normal reaction. You can use this special reaction only to make an opportunity attack or use a reaction granted by one of your Fighting Styles, and you can't use it on the same turn that you use your normal reaction. Once you use this special reaction, you can't use it again until the start of your next turn." ] }, { - "name": "Elemental Aspect", + "name": "Mithrilclad", "source": "UltimateAdventurer", - "page": 110, - "className": "Ranger", + "page": 78, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Spirit Guardian", + "subclassShortName": "Armiger", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 10, "header": 2, "entries": [ - "At 7th level, an aspect of your guardian spirit's metaphysical body appears on you, granting you a feature based on your guardian spirit's elemental type.", - { - "type": "entries", - "name": "Boulderbear", - "entries": [ - "Whenever you finish a short or long rest, you gain temporary hit points equal to half your ranger level + your Wisdom modifier. Additionally, you have advantage on saving throws against disease and poison." - ] - }, - { - "type": "entries", - "name": "Firecat", - "entries": [ - "Your base walking speed increases by 10 feet, and whenever a creature within 5 feet of you hits you with an opportunity attack, it takes fire damage equal to your proficiency bonus." - ] - }, - { - "type": "entries", - "name": "Riversnake", - "entries": [ - "You can breathe in both air and water, and you gain a swimming speed equal to your base walking speed. Additionally, you can take the {@action Disengage|XPHB} action as a bonus action on your turn." - ] - }, + "Starting at 10th level, the dice granted by your Ironclad feature become d8s. You also gain an additional fighting style of your choice from those listed at 3rd level for this archetype.", { "type": "entries", - "name": "Thunderbird", "entries": [ - "Your high and long jump distances are tripled. Additionally, the wind rises in your defense against distant attackers. After you end your turn, the next ranged weapon attack targeting you before the start of your next turn is made with disadvantage." + { + "type": "options", + "count": 1, + "entries": [ + { + "type": "refOptionalfeature", + "optionalfeature": "Defense|PHB" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Interception|TCE" + }, + { + "type": "refOptionalfeature", + "optionalfeature": "Protection|PHB" + } + ] + } ] } ] }, { - "name": "Guardian Spirit", + "name": "Ringing Rebuke", "source": "UltimateAdventurer", - "page": 110, - "className": "Ranger", + "page": 78, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Spirit Guardian", + "subclassShortName": "Armiger", "subclassSource": "UltimateAdventurer", - "level": 11, + "level": 15, "header": 2, "entries": [ - "Starting at 11th level, when you hit the target of your Spirit Strike with a weapon attack, your guardian spirit continues to harry the creature until the start of your next turn, warding your allies from the creature's attacks. If the target makes an attack against a target other than you, you can use your reaction to make a weapon attack against it. If your attack hits, it gains the benefits of your Spirit Strike." + "Starting at 15th level, when you use your Ironclad dice to reduce damage from a melee attack, the attacker takes bludgeoning damage equal to the result of the die." ] }, { - "name": "Elemental Vessel", + "name": "Adamantclad", "source": "UltimateAdventurer", - "page": 111, - "className": "Ranger", + "page": 78, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Spirit Guardian", + "subclassShortName": "Armiger", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 18, "header": 2, "entries": [ - "At 15th level, you gain the ability to merge your physical form with your guardian spirit, transforming into it. As an action, you can transform into the physical manifestation of your guardian spirit for 1 minute.", - { - "type": "entries", - "name": "Boulderbear", - "entries": [ - "Your transformation has the statistics of an {@creature earth elemental}, though with the appearance of a large bear made entirely of pieces of earth and stone." - ] - }, - { - "type": "entries", - "name": "Firecat", - "entries": [ - "Your transformation has the statistics of a {@creature fire elemental}, though with the appearance of a jungle cat made entirely of roaring flame." - ] - }, - { - "type": "entries", - "name": "Riversnake", - "entries": [ - "Your transformation has the statistics of a {@creature water elemental}, though with the appearance of a venomous snake made entirely of rushing water." - ] - }, - { - "type": "entries", - "name": "Thunderbird", - "entries": [ - "Your transformation has the statistics of an {@creature air elemental}, though with the appearance of a giant eagle made entirely of flashing storm clouds." - ] - }, - "While you are transformed, the following rules apply:", - { - "type": "list", - "items": [ - "Your game statistics are replaced by the statistics of your guardian spirit (earth elemental, fire elemental, etc.) but you retain your alignment, personality, and any ability score that is higher than the stat block's. You also retain all of your skill and saving throw proficiencies, as well as each feature and trait from your class, race, or other source (including special senses such as darkvision) and can use them if the new form is capable of doing so.", - "When you transform, you assume your guardian spirit's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.", - "You choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the form has no effect until you leave the form.", - "The new form's weapon attacks are magical." - ] - }, - "You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you drop to 0 hit points or die.", - "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use it again." + "Starting at 18th level, the dice granted by your Ironclad feature become d10s.", + "Additionally, when you finish a short rest, you can choose to regain half your level in expended dice from your Ironclad feature. Once you regain dice in this way, you can't do so again until you finish a long rest." ] }, - { - "name": "Oath of Ancestors", + { + "name": "Combat Medic", "source": "UltimateAdventurer", - "page": 94, - "className": "Paladin", + "page": 78, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Ancestors", + "subclassShortName": "Combat Medic", "subclassSource": "UltimateAdventurer", "level": 3, "header": 1, "entries": [ - "The Oath of Ancestors is a commitment to those who came before you to carry their legacies into the future. Dwarven paladins who take this oath do so to honor the founders of their clan while elven paladins channel their grief for those who passed on. When communities abandon long held traditions, paladins who've sworn this oath remind them of the examples their honorable ancestors left behind. Sometimes called spectral knights, tomb guardians, or sin-eaters, paladins who swear this oath commune with their ancestors and pursue their ancestors' ideals in the material realm", - { - "type": "refSubclassFeature", - "subclassFeature": "Tenets of Ancestors|Paladin|PHB|Ancestors|UltimateAdventurer|3|UltimateAdventurer" - }, + "A Combat Medic knows how to create carnage as well as any other fighter, but also learns to deal with the aftermath. These fighters know how to quickly assess a situation to determine where they are most needed, and how to use materials on hand for feats of medical skill that save lives.", { "type": "refSubclassFeature", - "subclassFeature": "Oath Spells|Paladin|PHB|Ancestors|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Medical Training|Fighter|PHB|Combat Medic|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Paladin|PHB|Ancestors|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Battlefield Medicine|Fighter|PHB|Combat Medic|UltimateAdventurer|3|UltimateAdventurer" } ] }, { - "name": "Tenets of Ancestors", + "name": "Medical Training", "source": "UltimateAdventurer", - "page": 94, - "className": "Paladin", + "page": 78, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Ancestors", + "subclassShortName": "Combat Medic", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, - "entries": [ - "The exact tenets of Ancestors changes based on the ancestors being honored but all who swear the oath abide by these core principles.", - { - "type": "entries", - "name": "Remember the Dead", - "entries": [ - "Remember those who have gone before you and passed on. Carry their memory in your mind and let those memories guide you." - ] - }, - { - "type": "entries", - "name": "Respect the Dead", - "entries": [ - "Show deference to the resting places of the dead and follow the wishes of the departed." - ] - }, + "skillProficiencies": [ { - "type": "entries", - "name": "Honor the Dead", - "entries": [ - "Honor the dead with your actions. Let your righteousness be a reminder to others of their virtue and strength.", - "Death is Peace. The undead are an affront to the serenity of true death. Show the undead the mercy of ushering them into the next world as quickly as possible." - ] + "medicine": true } + ], + "entries": [ + "When you choose this archetype at 3rd level, you gain proficiency in the {@skill medicine} skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make using the skill." ] }, { - "name": "Oath Spells", + "name": "Battlefield Medicine", "source": "UltimateAdventurer", - "page": 95, - "className": "Paladin", + "page": 78, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Ancestors", + "subclassShortName": "Combat Medic", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, - "entries": [ - "You gain oath spells at the paladin levels listed.", + "toolProficiencies": [ { - "type": "table", - "colLabels": [ - "Paladin Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9 text-left" - ], - "rows": [ - [ - "3rd", - "{@spell unseen servant}, {@spell false life}" - ], - [ - "5th", - "{@spell gentle repose}, {@spell see invisibility}" - ], - [ - "9th", - "{@spell reaping smite|UltimateAdventurer}, {@spell speak with dead}" - ], - [ - "13th", - "{@spell death ward}, {@spell guardian of faith}" - ], - [ - "17th", - "{@spell contact other plane}, {@spell raise dead}" - ] - ] - } + "leatherworker's tools": true, + "smith's tools": true, + "weaver's tools": true + } + ], + "entries": [ + "At 3rd level, you learn to treat wounds and ailments quickly and efficiently. Your medical expertise is represented by a pool of d6s. The number of dice in this pool equals your fighter level.", + "As an action, you can heal a willing creature within your reach, spending dice from the pool. The maximum number of dice you can spend at once equals half your fighter level. Roll the dice you spend, add them together, and restore a number of hit points equal to the total + your proficiency bonus.", + "Alternatively, you can expend two of the dice from the pool to end one effect imposing the paralyzed, poisoned, or stunned condition on the target.", + "This dice pool regains one expended die whenever you finish a short rest, and all expended dice when you finish a long rest." ] }, { - "name": "Channel Divinity", + "name": "Doctor of War", "source": "UltimateAdventurer", - "page": 95, - "className": "Paladin", + "page": 78, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Ancestors", + "subclassShortName": "Combat Medic", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 7, "header": 2, "entries": [ - "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", - { - "type": "entries", - "name": "Ancestral Guidance", - "entries": [ - "As a bonus action, you open your heart to the wisdom of your ancestors, using your Channel Divinity. Once within the next hour, you can heed the advice of your ancestors, adding a bonus to an ability check, attack roll, or saving throw. This bonus equals your Charisma modifier (minimum 1). You can choose to wait until after you roll the {@dice d20} to gain this benefit, but must decide before the DM says whether the roll succeeds or fails." - ] - }, - { - "type": "entries", - "name": "Peace with the Dead", - "entries": [ - "As an action, you can call out to the undead and the dying and plead with your ancestors to bring them peace, using your Channel Divinity. Every creature with 0 hit points within 30 feet of you is automatically stabilized, and each undead that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is pacified for 1 minute or until it takes damage.", - "While pacified, the undead can't take reactions and will only take its action to Help (if it has 3 or less Intelligence) or Dodge (if it has Intelligence 4 or more). While pacified, the undead see you as a friend and will seek to interpose themselves between your foes and you or, in the case of the less intelligent undead, spend their turn aiding you in whatever way they can. If an undead who would normally attempt to take the Help action cannot reach you or one of your enemies to do so, it instead takes the Dodge action." - ] - } + "Starting at 7th level, when you expend dice from your Battlefield Medicine pool as part of your action, you can make one weapon attack as a bonus action." ] }, { - "name": "Aura of Quietus", + "name": "Triage Expert", "source": "UltimateAdventurer", - "page": 95, - "className": "Paladin", + "page": 78, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Ancestors", + "subclassShortName": "Combat Medic", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 10, "header": 2, - "resist":[ - "necrotic" - ], "entries": [ - "Starting at 7th level, you project an aura of finality. You know the current hit points of all creatures within 10 feet of you. Additionally, you and friendly creatures within this range have resistance to necrotic damage", - "At 18th level, the range of this aura increases to 30 feet." + "At 10th level, you become an expert at quickly analyzing battlefield scenarios and maneuvering yourself to the places you're most needed. You can give yourself a bonus to your initiative rolls equal to your proficiency bonus, and you can take the Dash action as a bonus action on your turn." ] }, { - "name": "Peaceful Passage", + "name": "Battlefield Surgery", "source": "UltimateAdventurer", - "page": 95, - "className": "Paladin", + "page": 78, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Ancestors", + "subclassShortName": "Combat Medic", "subclassSource": "UltimateAdventurer", "level": 15, "header": 2, "entries": [ - "At 15th level, when a creature within your Aura of Quietus is reduced to 0 hit points, you can use your reaction to usher its spirit into the next world. That creature cannot be raised as undead. Additionally, choose a creature within the aura and roll a d10. Add your Charisma modifier to the result, and the chosen creature regains that many hit points." + "Starting at 15th level, whenever you finish a short rest, your Battlefield Medicine dice pool now regains a number of expended dice equal to your proficiency bonus.", + "Additionally, you can use your action and expend three of the dice from the pool to return a creature within 5 feet of you to life with 1 hit point, provided the target has died within the last minute. A creature returned to life this way gains one level of exhaustion." ] }, { - "name": "Ghostwalker", + "name": "Angel of Mercy", "source": "UltimateAdventurer", - "page": 95, - "className": "Paladin", + "page": 78, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Ancestors", + "subclassShortName": "Combat Medic", "subclassSource": "UltimateAdventurer", - "level": 20, + "level": 18, "header": 2, "entries": [ - "At 20th level you can spend your action to call your ancestors to manifest in your presence. When you do, the spirits of you and your allies' ancestors heed the call, appearing around you and joining you in battle. For the next minute you gain the following benefits:", - { - "type": "list", - "items": [ - "Your flesh turns to spirit. You gain resistance to bludgeoning, piercing, and slashing damage, and can move through objects and creatures. If you end your movement inside an object or creature, you take 1d8 force damage and are pushed to the nearest unoccupied space.", - "Enemy creatures within 30 feet of you count all terrain as difficult terrain, as spectres clutch at them from the beyond.", - "You deal an additional 1d6 necrotic damage when you deal damage to the enemy with the fewest remaining hit points within 30 feet of you." - ] - }, - "Once you use this feature you can't use it again until you complete a long rest." + "Starting at 18th level, you excel at dodging attacks while you're focused on triage. When you end your turn without having made more than one attack roll or forced a creature to make a saving throw this turn, attacks made against you have disadvantage until the start of your next turn." ] }, - { - "name": "Oath of Compassion", + { + "name": "Gladiator", "source": "UltimateAdventurer", - "page": 96, - "className": "Paladin", + "page": 81, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Compassion", + "subclassShortName": "Gladiator", "subclassSource": "UltimateAdventurer", "level": 3, "header": 1, "entries": [ - "Paladins swearing the oath of compassion believe that every foe can be made into a friend and that all friends are worth fighting for. Although this philosophy might seem at odds with their martial training, these paladins are not hopeless idealists. When the vulnerable are threatened, they act as a shield first and a sword second. If they can't parley an enemy out of violence, they'll seek to minimize and repair any damage caused by all involved parties.", - { - "type": "refSubclassFeature", - "subclassFeature": "Tenets of Compassion|Paladin|PHB|Compassion|UltimateAdventurer|3|UltimateAdventurer" - }, + "You've turned life or death combat into a form of entertainment. While other fighters focus on honing their skills to get the job done, gladiators combine martial prowess with crowd-pleasing. The only thing you love more than a good fight is a big audience cheering you on. You've learned to challenge your opponents to one-on-one combat and leverage your natural showmanship for advantage in combat.", { "type": "refSubclassFeature", - "subclassFeature": "Oath Spells|Paladin|PHB|Compassion|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Entertainer|Fighter|PHB|Gladiator|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Paladin|PHB|Compassion|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Mano-a-Mano Mark|Fighter|PHB|Gladiator|UltimateAdventurer|3|UltimateAdventurer" } ] }, { - "name": "Tenets of Compassion", + "name": "Entertainer", "source": "UltimateAdventurer", - "page": 96, - "className": "Paladin", + "page": 81, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Compassion", + "subclassShortName": "Gladiator", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, - "entries": [ - "Paladins who swear the Oath of Compassion pledge to open their hearts to enemies as easily as to friends. These paladins are not guided by naivety but an unflinching belief that every life matters.", - { - "type": "entries", - "name": "Hospitality", - "entries": [ - "Strangers are your friends. The homeless must be given shelter from the storm, under your own roof if need be." - ] - }, - { - "type": "entries", - "name": "Honor", - "entries": [ - "Treat others with fairness, and lead by example. Do as much good as possible while causing the least amount of harm." - ] - }, + "skillProficiencies": [ { - "type": "entries", - "name": "Protection", - "entries": [ - "Repay violence with swift violence, so that the fewest may be hurt." - ] - }, + "choose": { + "from": [ + "athletics", + "intimidation", + "performance", + "persuasion" + ] + } + } + ], + "languageProficiencies": [ { - "type": "entries", - "name": "Redemption", - "entries": [ - "Redemption is possible for all individuals. Foster and assist them in their journey." - ] + "any": 1 } + ], + "entries": [ + "When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Athletics, Intimidation, Performance, or Persuasion. Additionally, you learn one language of your choice." ] }, { - "name": "Oath Spells", + "name": "Mano-a-Mano Mark", "source": "UltimateAdventurer", - "page": 96, - "className": "Paladin", + "page": 81, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Compassion", + "subclassShortName": "Gladiator", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, "entries": [ - "You gain oath spells at the paladin levels listed.", - { - "type": "table", - "colLabels": [ - "Paladin Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9 text-left" - ], - "rows": [ - [ - "3rd", - "{@spell healing word}, {@spell sanctuary}" - ], - [ - "5th", - "{@spell healing spirit|XGE}, {@spell warding bond}" - ], - [ - "9th", - "{@spell bestow blessing|UltimateAdventurer}, {@spell life transference|XGE}" - ], - [ - "13th", - "{@spell guardian of faith}, {@spell freedom of movement}" - ], - [ - "17th", - "{@spell greater restoration}, {@spell mass cure wounds}" - ] - ] - } + "Starting at 3rd level, you can issue a challenge to a foe that makes it hesitate to engage your allies. When you hit a creature with a weapon attack, you can mark the creature for 1 minute. This effect ends early if you attack another creature, become incapacitated or die, or someone else marks the creature.", + "If the creature makes an attack against a creature other than you, you have advantage on all weapon attacks against the creature until the end of your next turn. Additionally, you gain a special reaction that you can use once each round to make one weapon attack against the marked creature when it moves out of your reach or attacks a creature other than you. You cannot use this special reaction and your normal reaction on the same turn." ] }, { - "name": "Channel Divinity", + "name": "Roar of the Crowd", "source": "UltimateAdventurer", - "page": 96, - "className": "Paladin", + "page": 82, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Compassion", + "subclassShortName": "Gladiator", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 7, "header": 2, "entries": [ - "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", - { - "type": "entries", - "name": "Flood of Compassion", - "entries": [ - "As an action, you can use your Channel Divinity to send out a flood of healing energy. When you do, choose a number of creatures other than you that you can see within 30 feet up to your Charisma modifier (minimum 1). Chosen creatures regain half your paladin level in hit points. Additionally, you can expend hit points from your Lay on Hands pool and select one of the chosen creatures to restore additional hit points to it or to cure poisons and diseases affecting it." - ] - }, - { - "type": "entries", - "name": "Inspiring Protector", - "entries": [ - "When you reduce a creature to 0 hit points with an attack or spell, you can use your Channel Divinity to bolster the next attack of a friendly creature within 30 feet of you. The next time the target makes an attack in the next minute, it gains a bonus to the attack and damage rolls of the attack equal to your Charisma modifier + your proficiency bonus." - ] - } + "Starting at 7th level, when you take the Attack action on your turn, you can use a bonus action to showboat for your allies. When you do, choose a number of hostile creatures within 15 feet up to the number of friendly creatures within 15 feet. The chosen creatures must succeed on a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or take psychic damage equal to 1d6 + your fighter level.", + "You can use this feature a number of times equal to your Charisma modifier (minimum once), and you regain all expended uses of it when you finish a long rest." ] }, { - "name": "Aura of Compassion", + "name": "Build the Heat", "source": "UltimateAdventurer", - "page": 96, - "className": "Paladin", + "page": 82, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Compassion", + "subclassShortName": "Gladiator", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 10, "header": 2, "entries": [ - "Starting at 7th level, you and friendly creatures within 10 feet are immune to being poisoned and automatically stabilize when at 0 hit points while you are conscious.", - "At 18th level, the range of this aura increases to 30 feet." + "Starting at 10th level, when you deal damage to the target of your Mano-a-Mano Mark, you roll twice and use the higher result. When the target of your Mano-a-Mano Mark deals damage to a creature other than you, it rolls the damage twice and uses the lower result." ] }, { - "name": "Greater Healing", + "name": "Big Finish", "source": "UltimateAdventurer", - "page": 96, - "className": "Paladin", + "page": 82, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Compassion", + "subclassShortName": "Gladiator", "subclassSource": "UltimateAdventurer", "level": 15, "header": 2, "entries": [ - "By 15th level, your healing abilities have become incredibly potent. When you would roll one or more dice to restore hit points to a creature with a spell, you can choose to instead use the highest number possible for a number of those dice up to your Charisma modifier (minimum 1)." + "Starting at 15th level, when you deal damage to a creature with a weapon attack and its remaining hit points immediately afterward are equal to or less than your fighter level + your Charisma score, you learn that fact and can choose to reduce the creature's hit points to 0.", + "Once you use this feature, you can't use it again until you finish a short or long rest." ] }, { - "name": "Emissary of Protection", + "name": "Signature Move", "source": "UltimateAdventurer", - "page": 97, - "className": "Paladin", + "page": 82, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Compassion", + "subclassShortName": "Gladiator", "subclassSource": "UltimateAdventurer", - "level": 20, + "level": 18, "header": 2, "entries": [ - "At 20th level, the number of hit points in your Lay on Hands pool increases to your paladin level x 10.", - "In addition, you have a special reaction, in addition to your normal reaction, that you can use to shield your allies from harm. When a creature you can see or hear takes damage, you can use your special reaction and spend any number of hit points from your Lay on Hands pool to reduce the damage taken by the same amount. Once you use this special reaction, you can't use it again until the start of your next turn." + "Starting at 18th level, you have mastered a signature move that entertains any audience and dispatches your opponents with brutal efficiency. When you learn this feature, name your signature move and determine what it looks like. As an action on your turn, you can use your signature move.", + "When you use your signature move, you do the following in any order:", + { + "type": "list", + "items": [ + "Move up to twice your base walking speed. During this movement, your jumping distances are tripled.", + "Gain temporary hit points equal to your fighter level + your Charisma score.", + "Take the Attack action. Your final weapon attack as part of the Attack action has advantage and deals additional damage equal to your Charisma score." + ] + }, + "You can use your signature move once. You regain its use when you roll initiative." ] }, - { - "name": "Oath of the Planes", + { + "name": "Gunslinger", "source": "UltimateAdventurer", - "page": 97, - "className": "Paladin", + "page": 82, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Planes", + "subclassShortName": "Gunslinger", "subclassSource": "UltimateAdventurer", "level": 3, "header": 1, "entries": [ - "The Oath of the Planes binds a paladin to the fragile balance of good and evil in the multiverse. Unlike many Sacred Oaths, which commit paladins to narrow, unflinching ideals, this Oath implores them to view the greater tapestry. These paladins see that, just like the concept that light cannot exist without darkness, neither can the forces of good exist without the forces of evil; without the proper balance, the entirety of existence would unravel. To ensure this never occurs, these paladins - often called planeswalkers, gray knights, or portal knights - travel the planes of the multiverse, immersing themselves in dimensional magics and the boundaries of reality to maintain balance.", + "You are one of a rare new breed of fighters in the world. Gunslingers master the use of firearms as they wrestle with their place in society, wander the world, and settle personal grudges. These fighters use new technology to do battle, but the reasons they fight are timeless. Gunslingers live by a code, though whether that code gives them free reign to terrorize the local town or demands they protect it at all costs depends on the path they choose for themselves. When you live and die by the gun, you're a gunslinger.", { "type": "refSubclassFeature", - "subclassFeature": "Tenets of the Planes|Paladin|PHB|Planes|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Bonus Proficiencies|Fighter|PHB|Gunslinger|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Oath Spells|Paladin|PHB|Planes|UltimateAdventurer|3|UltimateAdventurer" - }, + "subclassFeature": "True Grit|Fighter|PHB|Gunslinger|UltimateAdventurer|3|UltimateAdventurer" + } + ] + }, + { + "name": "Bonus Proficiencies", + "source": "UltimateAdventurer", + "page": 82, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Gunslinger", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "toolProficiencies": [ { - "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Paladin|PHB|Planes|UltimateAdventurer|3|UltimateAdventurer" + "tinker's tools": true, + "gaming set": true + } + ], + "languageProficiencies": [ + { + "any": 1 } + ], + "entries": [ + "When you choose this archetype at 3rd level, you gain proficiency with one gaming set of your choice and with tinker's tools. In addition, you learn one language of your choice." ] }, { - "name": "Tenets of the Planes", + "name": "True Grit", "source": "UltimateAdventurer", - "page": 97, - "className": "Paladin", + "page": 82, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Planes", + "subclassShortName": "Gunslinger", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, "entries": [ - "The tenets of the Oath of the Planes are often difficult for individuals to uphold. Despite the necessity, many paladins find it difficult to remain impartial, and even more difficult to leave the ones they love when they feel themselves shirking their duties. It can also be tragic for these paladins to actively support certain evils, and actively destroy certain good, in order to keep the multiverse in balance; it is far easier for them when evil threatens to overwhelm good. Due to the harshness of the tenets, most paladins who take this oath are lawful neutral in alignment.", + "At 3rd level, a life of getting by depending on no one but yourself has given you a deep reserve of grit. You have a number of grit points equal to 1 + your proficiency bonus. You can expend a grit point to power deeds (special abilities gunslingers learn), including the following:", { "type": "entries", - "name": "No Good without Evil", + "name": "Fan the Hammer", "entries": [ - "Without evil, good cannot exist. Some forces of evil must be allowed, while some forces of good must be struck down if they threaten to overwhelm evil." + "Once per turn when you make a ranged weapon attack with a six shooter and miss, you can expend 1 grit point to make another attack with a six shooter as part of the same action." ] }, { "type": "entries", - "name": "Travel the Planes", + "name": "Fast Hands", "entries": [ - "To understand the greater scope of the multiverse's balance, I travel the worlds within it. Remaining in one location causes me to lose perspective." + "You can expend 1 grit point when you take the {@action Attack|PHB} action to ignore {@itemProperty LD|PHB|loading} of black powder weapons this turn." ] }, { "type": "entries", - "name": "Objectivity", + "name": "Iron Sights", "entries": [ - "I remain impartial, placing the balance of the multiverse, and thereby everyone in it, over any individual attachment or life." + "You can expend 1 grit point before you make a ranged weapon attack using a black powder weapon to gain advantage on the attack roll.", + "You regain an expended grit when you score a critical hit using a black powder weapon. You regain all expended grit points when you complete a short or long rest." ] } ] }, { - "name": "Oath Spells", + "name": "Wild Stallion", "source": "UltimateAdventurer", - "page": 97, - "className": "Paladin", + "page": 82, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Planes", + "subclassShortName": "Gunslinger", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 7, "header": 2, "entries": [ - "You gain oath spells at the paladin levels listed.", - { - "type": "table", - "colLabels": [ - "Paladin Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9 text-left" - ], - "rows": [ - [ - "3rd", - "{@spell alarm}, {@spell detect evil and good}" - ], - [ - "5th", - "{@spell misty step}, {@spell rope trick}" - ], - [ - "9th", - "{@spell blink}, {@spell part and parcel|UltimateAdventurer}" - ], - [ - "13th", - "{@spell banishment}, {@spell dimension door}" - ], - [ - "17th", - "{@spell dispel evil and good}, {@spell teleportation circle}" - ] - ] - } + "Starting at 7th level, you can perform a 10-minute ritual to cast the {@spell find steed} spell. Charisma is your spellcasting ability for this feature." ] }, { - "name": "Channel Divinity", + "name": "Sown Oats", "source": "UltimateAdventurer", - "page": 97, - "className": "Paladin", + "page": 82, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Planes", + "subclassShortName": "Gunslinger", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 10, "header": 2, "entries": [ - "When you take this oath at 3rd level, you gain the following two Channel Divinity Options.", + "Starting at 10th level, your maximum number of grit points increases by 2. In addition, you have to make a hard choice about which side of the law you fall on. You must choose to gain the Black Hat or White Hat deed.", { "type": "entries", - "name": "Extradimensional Detention", + "name": "Black Hat", "entries": [ - "You can use your Channel Divinity to temporarily trap a foe in an extradimensional space. As an action, you open a portal behind a hostile creature within 5 feet of you that is Large or smaller and attempt to push the creature into it. The target must succeed on a Strength saving throw or be trapped in the extradimensional space for 1 minute, or until you lose {@status Concentration|XPHB} (as though {@status Concentration|XPHB|Concentrating} on a spell). During that time, it still takes its turns as normal, but it is unaffected by and can't affect events in the plane from which it was banished. At the end of each of the creature's turns, it can make a Charisma saving throw, escaping the extradimensional space on a success. When the creature escapes or the duration ends, the portal reopens on the space the creature previously occupied and the creature is expelled into the nearest unoccupied space." + "When you make a {@skill Deception}, {@skill Intimidation}, or {@skill Stealth} ability check, you can spend 1 grit point to gain advantage on the roll." ] }, { "type": "entries", - "name": "Portal Strike", + "name": "White Hat", "entries": [ - "As an action, you can imbue one melee weapon you're holding with the ability to rip through dimensional boundaries, using your Channel Divinity. For 1 minute, your reach with the weapon increases to 30 feet, creating portals through which to strike the target as you attack. The portals close immediately following the attack. As long as you can see the target,attacks you make using the weapon ignore half and three-quarters cover." + "When you make an {@skill Investigation}, {@skill Insight}, or {@skill Persuasion} ability check, you can spend 1 grit point to gain advantage on the roll." ] } ] }, { - "name": "Aura of Dimensionality", + "name": "Trick Shot", "source": "UltimateAdventurer", - "page": 97, - "className": "Paladin", + "page": 83, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Planes", + "subclassShortName": "Gunslinger", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 15, "header": 2, "entries": [ - "Starting at 7th level, you can exert a modicum of influence on the dimensional barriers within 10 feet of you. As a bonus action on your turn, you can use this influence for one of the following abilities:", - { - "type": "entries", - "name": "Passageway", - "entries": [ - "You open linked teleportation portals that remain open until the start of your next turn. Choose two unoccupied spaces on the ground that you can see within the aura. A circular portal, 5 feet in diameter, opens in each space. The portals are two-dimensional, glowing rings that float a few inches in the air and are perpendicular to the ground. A ring is visible from only one side (your choice), which is the side that functions as a portal. Any Medium or smaller creature or object entering the portal exits from the other portal as if the two spaces were adjacent to each other; passing through a portal from the nonportal side has no effect, and Large and larger creatures can't fit through the portal. Ranged attacks can also pass through the portals." - ] - }, - { - "type": "entries", - "name": "Redirection", - "entries": [ - "You prepare yourself to quickly open and then close smaller portals. When a creature you can see within your aura becomes the target of an attack, you can use your reaction to open two portals for the attack to pass through, potentially guiding the attack off target. Make a spell attack roll contested by the result of the triggering attack's roll. If you succeed, you choose a new target for the attack, which must also be within your aura, redirecting the attack through linked portals; you can cause a creature to attack itself this way if it is within your aura. Alternatively if you succeed, you can cause the attack to miss, redirecting it into empty space." - ] - }, - "At 18th level, the range of this aura increases to 30 feet." + "Starting at 15th level, when a creature you can see makes a ranged weapon attack, you can use your reaction to shoot the attack out of the air. When you do, make a weapon attack with a black powder weapon. If your result is greater than the triggering attack result, the triggering attack misses." ] }, { - "name": "Gate Guardian", + "name": "Deadeye", "source": "UltimateAdventurer", - "page": 98, - "className": "Paladin", + "page": 83, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Planes", + "subclassShortName": "Gunslinger", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 18, "header": 2, "entries": [ - "Starting at 15th level, when an attack, creature, or object you can see would pass through a portal created by the Passageway ability of your Aura of Dimensionality, you can use your reaction to close the portals, preventing the attack, creature, or object from passing through. An attack you prevent from passing through this way automatically misses." + "Starting at 18th level, weapon attacks you make with a black powder weapon score a critical hit on a roll of 19 or 20 on the d20." ] }, { - "name": "Phase Shift", + "name": "End of the Road", "source": "UltimateAdventurer", - "page": 98, - "className": "Paladin", + "page": 83, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Planes", + "subclassShortName": "Gunslinger", "subclassSource": "UltimateAdventurer", - "level": 20, + "level": 18, "header": 2, "entries": [ - "At 20th level, as an action, you can put yourself out of phase with reality, allowing you to open extradimensional portals with ease. For 1 minute, you gain the following benefits:", + "Starting at 18th level, you gain a new deed based on your choice of Sown Oats deed. If you chose Black Hat, you gain the Hero Stopper deed. If you chose White Hat, you gain the Villain Dropper deed.", { - "type": "list", - "items": [ - "Instead of moving normally on your turn, you can teleport to an unoccupied space you can see within 60 feet of you. If there is a willing creature within 5 feet of you that is your size or smaller, you can bring the creature with you when you teleport this way. You can't use this ability if you are incapacitated or your speed is 0.", - "A creature native to a different plane of existence than the one it currently occupies has disadvantage on attack rolls it makes against you.", - "Once per turn when you hit a creature with a weapon attack, you can force that creature to succeed on a Charisma saving throw against your spell save DC or be banished, as if under the effect of the {@spell banishment} spell, until the start of your next turn." + "type": "entries", + "name": "Hero Stopper", + "entries": [ + "When you score a critical hit with a black powder weapon, you can expend 1 grit point to roll your attack's damage dice three times and add them together, instead of twice as normal for a critical." ] }, - "Once you use this feature, you can't use it again until you finish a long rest." + { + "type": "entries", + "name": "Villain Dropper", + "entries": [ + "When you score a critical hit with a black powder weapon, you can expend 1 grit point. If you do, all attacks against that creature before the start of your next turn have advantage." + ] + } ] }, { - "name": "Oath of Rebellion", + "name": "Seafarer", "source": "UltimateAdventurer", - "page": 99, - "className": "Paladin", + "page": 83, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Rebellion", + "subclassShortName": "Seafarer", "subclassSource": "UltimateAdventurer", "level": 3, "header": 1, "entries": [ - "The Oath of Rebellion is a righteous commitment to stamp out all tyranny, to uphold the ideals of liberty and free will. Sometimes called torchbearers, mob knights, or riot knights, paladins who swear this oath are champions of the common man, and scourges of all those who would oppress them. They believe that, if it is in the name of ending a dictator's rule, they can engage in any deception, treachery, and violence, proclaiming that freedom for all is worth any stain on their soul.", - { - "type": "refSubclassFeature", - "subclassFeature": "Tenets of Rebellion|Paladin|PHB|Rebellion|UltimateAdventurer|3|UltimateAdventurer" - }, + "The seafarer has gone by many a name, depending on the nature of their time upon the sea. Mariner, bluejacket, sea dog — all of these hearty sailors are tied together by a life on the waters and the trials it puts one through. The seafarer is not always the most practiced fighter, but what they lack in expertise they make up for in camaraderie. A sailor knows how to bond with their fellow crew to finish a task, and their shanty songs keep morale high through even the roughest battle.", { "type": "refSubclassFeature", - "subclassFeature": "Oath Spells|Paladin|PHB|Rebellion|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Sailor's Life|Fighter|PHB|Seafarer|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Paladin|PHB|Rebellion|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Sea Shanties|Fighter|PHB|Seafarer|UltimateAdventurer|3|UltimateAdventurer" } ] }, { - "name": "Tenets of Rebellion", + "name": "Sailor's Life", "source": "UltimateAdventurer", - "page": 99, - "className": "Paladin", + "page": 83, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Rebellion", + "subclassShortName": "Seafarer", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, + "toolProficiencies": [ + { + "navigator's tools": true + } + ], "entries": [ - "Though specific tenets of the Oath of Rebellion can vary by paladin, the basic intents are the same. Due to the flagrant disregard for societal law and the demand for self-sacrifice in these tenets, most paladins of the Oath of Rebellion are chaotic good in alignment.", - { - "type": "entries", - "name": " Suffer no Tyranny", - "entries": [ - "I recognize tyranny in all its forms, and tolerate none of it. Dictatorship, hypocrisy, and corruption all must be expunged." - ] - }, - { - "type": "entries", - "name": " Ignite the Fire", - "entries": [ - "No single ember can burn a castle to the ground, but many embers combine to create an inferno powerful enough to raze any fortress. I inspire the oppressed to join me in the fight for their freedom." - ] - }, - { - "type": "entries", - "name": " Never Back Down", - "entries": [ - "No matter my own personal suffering or tragedy, I continue forward. I refuse to be struck down without accomplishing my mission." - ] - }, - { - "type": "entries", - "name": " Ends Justify Means", - "entries": [ - "I will engage in murder, deceit, and treachery if it means that innocents can be free. I eat these sins in the name of liberty." - ] - } + "When you choose this archetype at 3rd level, you gain proficiency with water vehicles and navigator's tools. In addition, you have a swimming speed equal to your walking speed and you can hold your breath for twice as long as normal." ] }, { - "name": "Oath Spells", + "name": "Sea Shanties", "source": "UltimateAdventurer", - "page": 99, - "className": "Paladin", + "page": 83, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Rebellion", + "subclassShortName": "Seafarer", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, "entries": [ - "You gain oath spells at the paladin levels listed.", + "Starting at 3rd level, you can sing sea shanties to spur your allies into rhythmic cooperation. As a bonus action, you can start a shanty which lasts for 1 minute, or until your concentration is broken (as if concentrating on a spell) or you stop singing (no action required). When you do, and at the start of each of your turns while you are singing, each friendly creature within 30 feet of you that can hear you can use its reaction to join in. A creature that joins your shanty, whether by singing, drumming an accompanying beat, or moving in step with the rhythm, gains the benefits of the shanty until the start of your next turn. Whenever you start a shanty, you choose which of the following songs to sing.", { - "type": "table", - "colLabels": [ - "Paladin Level", - "Spells" - ], - "colStyles": [ - "col-3 text-center", - "col-9 text-left" - ], - "rows": [ - [ - "3rd", - "{@spell disguise self}, {@spell heroism}" - ], - [ - "5th", - "{@spell enhance ability}, {@spell pass without trace}" - ], - [ - "9th", - "{@spell mass healing word}, {@spell nondetection}" - ], - [ - "13th", - "{@spell freedom of movement}, {@spell mordenkainen's private sanctum}" - ], - [ - "17th", - "{@spell passwall}, {@spell seeming}" - ] + "type": "entries", + "name": "Roll the Tide Along", + "entries": [ + "A song of moving forward under any circumstances. Each creature participating in this shanty has advantage on Dexterity saving throws and cannot be knocked {@condition prone} or pushed against its will." ] - } + }, + { + "type": "entries", + "name": "Drunken Sailor's Morning", + "entries": [ + "A song of enduring pain and consequences. Each creature participating in this shanty has advantage on Constitution saving throws and gains temporary hit points equal to your fighter level each time it joins the shanty." + ] + }, + { + "type": "entries", + "name": "Forget Not Your Mates", + "entries": [ + "A song of recalling past friends and experiences. Each creature participating in this shanty has advantage on Intelligence saving throws and reduces the damage it takes from spells by an amount equal to your proficiency bonus." + ] + }, + { + "type": "entries", + "name": "Blood Red Sirens", + "entries": [ + "A song of working through oncoming terrors. Each creature participating in this shanty has advantage on Wisdom saving throws and is immune to the {@condition charmed} and {@condition frightened} condition while participating." + ] + }, + { + "type": "entries", + "name": "Haul, Ye Wayfarers", + "entries": [ + "A song of camaraderieship and shared labor. Each creature participating in this shanty has advantage on Charisma saving throws and a +1 bonus to AC if it is within 5 feet of another friendly creature that isn't {@condition incapacitated}." + ] + }, + "Once you use this feature to sing a shanty, you can't use it again until you finish a short or long rest. You can use this feature twice between short or long rests starting at 15th level." ] }, { - "name": "Channel Divinity", + "name": "Sound of the Sea", "source": "UltimateAdventurer", - "page": 99, - "className": "Paladin", + "page": 84, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Rebellion", + "subclassShortName": "Seafarer", "subclassSource": "UltimateAdventurer", - "level": 3, + "level": 7, "header": 2, - "entries": [ - "When you take this oath at 3rd level, you gain the following two Channel Divinity Options.", + "skillProficiencies": [ { - "type": "entries", - "name": "Incite Rebellion", - "entries": [ - "As an action, you ignite a fire in the hearts of creatures surrounding you, using your Channel Divinity. Choose any number of other creatures within 30 feet of you that can see or hear you; each target gains temporary hit points equal to your Charisma modifier (minimum 1). Until a target loses all of its temporary hit points, it is immune to being {@condition frightened}, and you have advantage on Charisma checks you make to incite it to action against a tyrant, oppressive state, or similar circumstance." - ] - }, - { - "type": "entries", - "name": "Unbreakable Spirit", - "entries": [ - "When a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to bolster that creature, using your Channel Divinity. The creature is instead reduced to 1 hit point. It then gains temporary hit points equal to your paladin level, and can rise to its feet if it was {@condition prone}." - ] - } + "performance": true + } + ], + "entries": [ + "Starting at 7th level, you gain proficiency in the Performance skill and your proficiency bonus is doubled for any ability check you make using that skill. In addition, when you make a Constitution saving throw to maintain concentration on a sea shanty, you can add a bonus equal to your Charisma modifier (minimum +1) to the roll." ] }, { - "name": "Aura of Tenacity", + "name": "Working Song", "source": "UltimateAdventurer", - "page": 100, - "className": "Paladin", + "page": 84, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Rebellion", + "subclassShortName": "Seafarer", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 10, "header": 2, "entries": [ - "Starting at 7th level, when you or a friendly creature within 10 feet of you starts its turn with no more than half its hit points remaining, it gains temporary hit points equal to your Charisma modifier (minimum 1).", - "At 18th level, the range of this aura increases to 30 feet." + "Starting at 10th level, when a creature, including yourself, is participating in your sea shanty, it can add a bonus equal to your Charisma modifier (minimum +1) to an attack roll, damage roll, or saving throw it makes. Once it adds this bonus to a roll, it cannot do so again until the start of its next turn." ] }, { - "name": "Vive La Résistance", + "name": "Deep Lungs", "source": "UltimateAdventurer", - "page": 100, - "className": "Paladin", + "page": 84, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Rebellion", + "subclassShortName": "Seafarer", "subclassSource": "UltimateAdventurer", "level": 15, "header": 2, "entries": [ - "At 20th level, as an action, you can become a conduit for the outrage of oppressed peoples throughout the multiverse, gaining the following benefits for 1 minute:", - { - "type": "list", - "items": [ - "You can't be grappled, incapacitated, or restrained, nor can you have your movement reduced in any way, other than by becoming unconscious due to having 0 hit points. If you are subject to one or more of these conditions when you use this feature, the condition immediately ends on you.", - "Once, when you are reduced to 0 hit points, you choose to be reduced to 1 hit point instead. You regain the use of this ability at the start of your next turn.", - "When a creature casts a spell or uses an ability that would frighten or charm you or one of your allies within 30 feet of you, you gain advantage on attack rolls against that creature until the end of your next turn." - ] - }, - "Once you use this feature, you can't use it again until you finish a long rest." + "Starting at 15th level, the range of your Sea Shanties increases to 60 feet. In addition, you can hold your breath for a number of hours equal to your Constitution modifier (minimum 1)." ] }, { - "name": "Avatar of Rebellion", + "name": "Anchoring Bonds", "source": "UltimateAdventurer", - "page": 100, - "className": "Paladin", + "page": 84, + "className": "Fighter", "classSource": "PHB", - "subclassShortName": "Rebellion", + "subclassShortName": "Seafarer", "subclassSource": "UltimateAdventurer", - "level": 20, + "level": 18, "header": 2, "entries": [ - "At 20th level, as an action, you can put yourself out of phase with reality, allowing you to open extradimensional portals with ease. For 1 minute, you gain the following benefits:", - { - "type": "list", - "items": [ - "Instead of moving normally on your turn, you can teleport to an unoccupied space you can see within 60 feet of you. If there is a willing creature within 5 feet of you that is your size or smaller, you can bring the creature with you when you teleport this way. You can't use this ability if you are incapacitated or your speed is 0.", - "A creature native to a different plane of existence than the one it currently occupies has disadvantage on attack rolls it makes against you.", - "Once per turn when you hit a creature with a weapon attack, you can force that creature to succeed on a Charisma saving throw against your spell save DC or be banished, as if under the effect of the {@spell freedom of movement} spell, until the start of your next turn." - ] - }, - "Once you use this feature, you can't use it again until you finish a long rest." + "Starting at 18th level, you can use a bonus action while concentrating on a sea shanty to allow each creature participating in your sea shanty to make one melee weapon attack against a creature within range or move up to half its speed (no action required by the participant).", + "You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest." ] }, { - "name": "Oath of Unity", + "name": "Apex Predator", "source": "UltimateAdventurer", - "page": 100, - "className": "Paladin", + "page": 103, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Unity", + "subclassShortName": "Apex Predator", "subclassSource": "UltimateAdventurer", "level": 3, "header": 1, "entries": [ - "Paladins of the Oath of Unity fight for their companions. And in return, it is their companions' faith in them that powers their divine ability. Paladins of the Oath of Unity are never truly alone, not when the hopes and dreams of those around the world are riding on them.", - "Paladins who take this oath are often inspiring leaders and empowering teammates. After all, the more they do to support their companions, the stronger they become.", + "You may not have been raised by beasts, but you certainly act like it. An Apex Predator uses all weapons at their disposal, lashing out with their teeth and nails at any enemy foolish enough to fight them in melee. Their instinctual affinity for animals gives rise to spells that grant them control over beasts. Their emulation of predators gives them a heightened capacity for violence and intimidation.", { "type": "refSubclassFeature", - "subclassFeature": "Tenets of Unity|Paladin|PHB|Unity|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Apex Predator Magic|Ranger|PHB|Apex Predator|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Oath Spells|Paladin|PHB|Unity|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Savage Resilience|Ranger|PHB|Apex Predator|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Paladin|PHB|Unity|UltimateAdventurer|3|UltimateAdventurer" + "subclassFeature": "Tooth and Nail|Ranger|PHB|Apex Predator|UltimateAdventurer|3|UltimateAdventurer" } ] }, { - "name": "Tenets of Unity", - "source": "UltimateAdventurer", - "page": 100, - "className": "Paladin", - "classSource": "PHB", - "subclassShortName": "Unity", - "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, - "entries": [ - "The tenets of the Oath of Unity compel paladins to consider how every victory is won not by their own strengths alone but by the joined efforts of their companions and every ally they've made along the way.", - { - "type": "entries", - "name": "Solidarity", - "entries": [ - "Your greatest strength comes in lifting up others." - ] - }, - { - "type": "entries", - "name": "Trust", - "entries": [ - "You trust your companions with your life. You must also be the kind of person they can trust in turn." - ] - }, - { - "type": "entries", - "name": "Teamwork", - "entries": [ - "Your victories do not just belong to you; they belong to everyone who has helped you come this far." - ] - } - ] - }, - { - "name": "Oath Spells", + "name": "Apex Predator Magic", "source": "UltimateAdventurer", - "page": 101, - "className": "Paladin", + "page": 103, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Unity", + "subclassShortName": "Apex Predator", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, "entries": [ - "You gain oath spells at the paladin levels listed.", + "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Apex Predator Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", { "type": "table", "colLabels": [ - "Paladin Level", - "Spells" + "Ranger Level", + "Spell" ], "colStyles": [ "col-3 text-center", @@ -18149,192 +18236,148 @@ "rows": [ [ "3rd", - "{@spell compelled duel}, {@spell heroism}" + "{@spell subdue beast|UltimateAdventurer}" ], [ "5th", - "{@spell aid}, {@spell enhance ability}" + "{@spell animal messenger}" ], [ "9th", - "{@spell beacon of hope}, {@spell haste}" + "{@spell conjure animals}" ], [ "13th", - "{@spell aura of life}, {@spell quarry's mark|UltimateAdventurer}" + "{@spell dominate beast}" ], [ "17th", - "{@spell dawn|XGE}, {@spell tale of hope & woe|UltimateAdventurer}" + "{@spell hold monster}" ] ] } ] }, { - "name": "Channel Divinity", + "name": "Savage Resilience", "source": "UltimateAdventurer", - "page": 101, - "className": "Paladin", + "page": 103, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Unity", + "subclassShortName": "Apex Predator", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, "entries": [ - "When you take this oath at 3rd level, you gain the following two Channel Divinity Options.", - { - "type": "entries", - "name": "Better Together", - "entries": [ - "When you heal another creature, or cast a spell to grant another creature a bonus such as aid or enhance ability, you can use this Channel Divinity to enhance the first weapon attack you make in the next minute. If that attack hits, it is a critical hit." - ] - }, - { - "type": "entries", - "name": " Spirit Smite", - "entries": [ - "When you deal damage to a creature, you can use your Channel Divinity to call upon your companions to donate energy to the cause. Each creature who can see or hear you can choose to lose a number of hit points in order to deal the same amount of extra radiant damage to the target. The maximum number of hit points a creature can donate is equal to that creature's level or challenge rating (minimum 1)." - ] - } + "At 3rd level, your hit point maximum increases by 6 hit points. Whenever you gain a ranger level, your hit point maximum increases by an additional 2 hit points." ] }, { - "name": "Power of Friendship", + "name": "Tooth and Nail", "source": "UltimateAdventurer", - "page": 101, - "className": "Paladin", + "page": 104, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Unity", + "subclassShortName": "Apex Predator", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 3, "header": 2, "entries": [ - "Starting at 7th level, you thrive with others beside you. When a friendly creature hits a target within 5 feet of you with an attack, you can use your reaction to make a melee weapon attack against the same target." + "At 3rd level, you learn to fight with your teeth and nails, which you can use to make unarmed strikes. If you hit, you deal piercing damage equal to 1d4 + your Strength modifier if using your bite or slashing damage equal to 1d4 + your Strength modifier if using your nails. This damage is in place of the bludgeoning damage normal for unarmed strikes.", + "Additionally, you can use a bonus action during each of your turns to make one unarmed strike.", + "Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." ] }, { - "name": "One For All", + "name": "Ferocious Mien", "source": "UltimateAdventurer", - "page": 101, - "className": "Paladin", + "page": 104, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Unity", + "subclassShortName": "Apex Predator", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 7, "header": 2, + "skillProficiencies": [ + { + "intimidation": true + } + ], "entries": [ - "At 15th level, you are able to lend your energy to your companions' attacks. When a friendly creature you can see within 30 feet makes an attack against a creature, you can choose to gift your own vitality to enhance the attack. When you do, roll 1d12 and lose hit points equal to the result. The triggering attack deals an equal amount of bonus radiant damage. Once you use this feature, you can't do so again until the start of your next turn." + "At 7th level, you gain proficiency in {@skill Intimidation} if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency." ] }, { - "name": "Hopes and Dreams", + "name": "Bloodthirsty Assault", "source": "UltimateAdventurer", - "page": 101, - "className": "Paladin", + "page": 104, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Unity", + "subclassShortName": "Apex Predator", "subclassSource": "UltimateAdventurer", - "level": 20, + "level": 11, "header": 2, "entries": [ - "At 20th level, you can channel the hopes and dreams of those you fight for into a super powered version of yourself. This form looks different for every paladin, whether it manifests as glowing eyes, a change in hair color, or a cloak of stars.", - { - "type": "list", - "items": [ - "When a friendly creature other than you within 60 feet would be reduced to 0 hit points, it is reduced to 10 hit points instead. Each creature can benefit from this ability only once per transformation.", - "You can target any creature you can see within 60 feet of you with your Lay on Hands feature.", - "When you use your Divine Smite feature to deal damage to a target, each creature within 60 feet can use its reaction to make a weapon attack or cast a cantrip with a casting time of 1 action that makes a spell attack against the target." - ] - }, - "Once you use this feature, you can't use it again until you finish a long rest." + "Starting at 11th level, when you deal damage with a weapon or unarmed strike and roll a 1 on a damage die, you can reroll the die and must use the new roll, even if the new roll is a 1." ] }, { - "name": "Oath of Vigilance", + "name": "Predator's Counter", "source": "UltimateAdventurer", - "page": 101, - "className": "Paladin", + "page": 104, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Vigilance", + "subclassShortName": "Apex Predator", "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 1, + "level": 15, + "header": 2, "entries": [ - "Paladins who swear the Oath of Vigilance believe their highest calling is in service to others. Those who swear the Oath of Vigilance devote their lives to finding those worthy of protection and ensuring no harm comes to them. These paladins have as strict a moral code as any other but prize obedience to a righteous master above everything else. To them, any untoward actions taken in protecting their ward is justified.", - { - "type": "refSubclassFeature", - "subclassFeature": "Tenets of Vigilance|Paladin|PHB|Vigilance|UltimateAdventurer|3|UltimateAdventurer" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Oath Spells|Paladin|PHB|Vigilance|UltimateAdventurer|3|UltimateAdventurer" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Paladin|PHB|Vigilance|UltimateAdventurer|3|UltimateAdventurer" - } + "Starting at 15th level, when a creature within 5 feet of you attacks you, you can use your reaction to lash out at them before they strike you. When you do, make an unarmed strike against the creature before determining whether its attack hits you. If your attack hits, the attack roll against you has disadvantage." ] }, { - "name": "Tenets of Vigilance", + "name": "Bounty Hunter", "source": "UltimateAdventurer", - "page": 101, - "className": "Paladin", + "page": 103, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Vigilance", + "subclassShortName": "Bounty Hunter", "subclassSource": "UltimateAdventurer", "level": 3, - "header": 2, + "header": 1, "entries": [ - "The tenets of the Oath of Vigilance vary by paladin, but all tenets revolve around protecting and honoring those the paladin deems worthy of their protection. Paladins who uphold these tenets are willing to sacrifice themselves for the sake of that which they safeguard, even abandoning their own dignity if it ultimately protects the name of their ward.", - { - "type": "entries", - "name": "Defend the Greater Good", - "entries": [ - "I place my life in the hands of someone greater than myself. I will defend those I deem morally greater than me to the death." - ] - }, + "Some rangers seek glory by hunting down the most dangerous creatures the multiverse has to offer; others take on the more practical tasks of capturing or eliminating criminals and other nuisances. A Bounty Hunter familiarizes themself with one particular creature at a time, mastering martial techniques for efficiently capturing or killing any bounty. The success of a Bounty Hunter rests on their employment of studious techniques for quickly becoming familiar with any unfamiliar quarry.", { - "type": "entries", - "name": "Absolved by Obedience", - "entries": [ - "My own ability to comprehend is lesser than those I protect. I am absolved of my flaws by strict obedience to their directions." - ] + "type": "refSubclassFeature", + "subclassFeature": "Bounty Hunter Magic|Ranger|PHB|Bounty Hunter|UltimateAdventurer|3|UltimateAdventurer" }, { - "type": "entries", - "name": "Honor by Association", - "entries": [ - "I am honored by my relationship with those I protect and, in turn, I must honor them by acting with integrity and respect." - ] + "type": "refSubclassFeature", + "subclassFeature": "Dead or Alive|Ranger|PHB|Bounty Hunter|UltimateAdventurer|3|UltimateAdventurer" }, { - "type": "entries", - "name": "Humility", - "entries": [ - "When I find someone worthy of protecting I will make their will and life my priority. Through the advancement of their goals will I improve the world and be personally fulfilled." - ] + "type": "refSubclassFeature", + "subclassFeature": "Efficient Takedown|Ranger|PHB|Bounty Hunter|UltimateAdventurer|3|UltimateAdventurer" } ] }, { - "name": "Oath Spells", + "name": "Bounty Hunter Magic", "source": "UltimateAdventurer", - "page": 102, - "className": "Paladin", + "page": 103, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Vigilance", + "subclassShortName": "Bounty Hunter", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, "entries": [ - "You gain oath spells at the paladin levels listed.", + "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bounty Hunter Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", { "type": "table", "colLabels": [ - "Paladin Level", - "Spells" + "Ranger Level", + "Spell" ], "colStyles": [ "col-3 text-center", @@ -18343,11158 +18386,10610 @@ "rows": [ [ "3rd", - "{@spell compelled duel}, {@spell shield of faith}" + "{@spell hunter's mark}" ], [ "5th", - "{@spell aid}, {@spell warding bond}" + "{@spell hold person}" ], [ "9th", - "{@spell glyph of warding}, {@spell life transference|XGE}" + "{@spell slow}" ], [ "13th", - "{@spell duel of destiny|UltimateAdventurer}, {@spell stoneskin}" + "{@spell quarry's mark|UltimateAdventurer}" ], [ "17th", - "{@spell hallow}, {@spell wall of force}" + "{@spell hold monster}" ] ] } ] }, { - "name": "Channel Divinity", + "name": "Dead or Alive", "source": "UltimateAdventurer", - "page": 102, - "className": "Paladin", + "page": 103, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Vigilance", + "subclassShortName": "Bounty Hunter", "subclassSource": "UltimateAdventurer", "level": 3, "header": 2, "entries": [ - "When you take this oath at 3rd level, you gain the following two Channel Divinity Options.", - { - "type": "entries", - "name": "Safeguard Companion", - "entries": [ - "As an action, you present your holy symbol and speak a prayer of warding, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature gains temporary hit points equal to your Charisma modifier + your paladin level. The creature loses any remaining temporary hit points after 10 minutes. While the creature has temporary hit points from this ability, it gains a +2 bonus to its AC." - ] - }, - { - "type": "entries", - "name": "Vow of Protection", - "entries": [ - "As a bonus action, you can make a promise to safeguard a creature within 10 feet of you, using your Channel Divinity. For 1 minute, all attack rolls against that creature have disadvantage while you remain within 10 feet of it. This effect ends if you drop to 0 hit points or fall {@condition unconscious}" - ] - } + "When you choose this archetype at 3rd level, you learn to narrow your focus to a particular creature, watching for its idiosyncrasies, tells, and habits. As a bonus action, you designate one creature you can see within 120 feet of you as your bounty. While a creature is marked as your bounty, you gain a bonus equal to your Wisdom modifier (minimum +1) to any ability check you make to track the creature, to detect if it is attempting to deceive you, or to determine if it is hidden or disguised and what it may have done to do so.", + "The creature remains marked as your bounty until you use this feature to designate a different creature as your bounty, or if 24 hours pass without you seeing your bounty or finding a clue as to your bounty's whereabouts.", + "You can use this feature to designate a creature as your bounty once, and you regain your use of this feature when you finish a long rest, or if you or one of your companions reduces the bounty to 0 hit points or kills it." ] }, { - "name": "Tireless Sentinel", + "name": "Efficient Takedown", "source": "UltimateAdventurer", - "page": 102, - "className": "Paladin", + "page": 105, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Vigilance", + "subclassShortName": "Bounty Hunter", "subclassSource": "UltimateAdventurer", - "level": 7, + "level": 3, "header": 2, "entries": [ - "Starting at 7th level, your dedication to protection dissuades your foes from ignoring you. When you hit a creature with an opportunity attack, that creature has disadvantage on attack rolls against creatures other than you until the end of its turn." + "Starting at 3rd level, you learn to efficiently dispatch foes with swift strikes. When you take the Attack action on your turn, you can use your bonus action on the same turn to make a weapon attack. You don't add your ability modifier to the damage of this bonus attack unless the target is your bounty or that modifier is negative." ] }, { - "name": "Soul of Vigilance", + "name": "Live Capture", "source": "UltimateAdventurer", - "page": 102, - "className": "Paladin", + "page": 105, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Vigilance", + "subclassShortName": "Bounty Hunter", "subclassSource": "UltimateAdventurer", - "level": 15, + "level": 7, "header": 2, "entries": [ - "Starting at 15th level, your guardianship of those under your Vow of Protection becomes nearly absolute. When you see a creature within 10 feet under your Vow of Protection take damage, you can use your reaction to move to any unoccupied space within 5 feet of the target of your vow and parry the brunt of the attack. When you do, the damage the creature takes is reduced by 1d10 + your Strength modifier + your paladin level." + "At 7th level, you become an expert at capturing enemies, instead of killing them. When you reduce a creature to 0 hit points with a weapon attack or spell, you can choose to knock the creature unconscious instead of killing it.", + "Additionally, when you hit a creature with the bonus action attack granted by your Efficient Takedown, you can choose for the attack to deal no damage to instead reduce the target’s speed to 0 until the end of your next turn." ] }, { - "name": "Unflinching Guardian", + "name": "Bounty Agent", "source": "UltimateAdventurer", - "page": 102, - "className": "Paladin", + "page": 105, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Vigilance", + "subclassShortName": "Bounty Hunter", "subclassSource": "UltimateAdventurer", - "level": 20, + "level": 11, "header": 2, "entries": [ - "Starting at 20th level, you can assume responsibility for the protection of all your companions. Using your action, you exude a protective aura and focus your will against your enemies for 1 minute.", - { - "type": "list", - "items": [ - "When a friendly creature within 30 feet of you takes damage, that damage is reduced by your Charisma modifier (minimum 1).", - "Whenever a creature under your Vow of Protection moves, you can choose to move an equal distance as long as you end the movement within 10 feet of the creature.", - "You gain a special reaction you can use once each turn which you can take to use your Soul of Vigilance feature. You cannot use your reaction and this special reaction on the same turn." - ] - }, - "Once you use this feature, you can't use it again until you finish a long rest." + "Starting at 11th level, you are able to find a creature no matter where it's hidden in the multiverse. You can designate a creature as your bounty with your Dead or Alive feature at any distance, given that you can see an accurate image of the creature within 30 feet of you. When you mark a creature as your bounty, it remains your bounty regardless of how long it has been since you last saw it or a clue of its whereabouts, until you designate a different creature as your bounty.", + "Additionally, each time you hit your bounty with an attack, it takes an extra 1d4 damage from the attack." ] }, { - "name": "Arcane Prodigy", + "name": "Know the Enemy", "source": "UltimateAdventurer", - "page": 122, - "className": "Sorcerer", + "page": 105, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Arcane Prodigy", + "subclassShortName": "Bounty Hunter", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 15, + "header": 2, "entries": [ - "From your first attempt at casting a spell, you displayed an exceptional aptitude for magic. Since that time, the more you tried to learn magic through rote memorization and practiced study, the less your innate talent shone through. Sorcerers who are arcane prodigies eventually discover it's better to let their natural genius guide their magic than relying on an academic understanding. Arcane prodigies don't abandon the attempt to understand magic on a methodical level, but their prodigious talent for spellcasting relies on their unconscious grasp of the mystic laws that underpin all of existence.", - { - "type": "refSubclassFeature", - "subclassFeature": "Alternative Spellcasting Ability|Sorcerer||Arcane Prodigy|UltimateAdventurer|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Arcane Magic|Sorcerer||Arcane Prodigy|UltimateAdventurer|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Rare Genius|Sorcerer||Arcane Prodigy|UltimateAdventurer|1" - } - ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Second-Soul.webp" + "Starting at 15th level, you excel at anticipating the violent behaviors of your marks. When your bounty or a creature targeted with your {@spell hunter's mark} or {@spell quarry's mark|UltimateAdventurer} spell hits you with an attack, you can use your reaction to block the blow. When you do, the damage you take from the attack is reduced by 1d10 + your ranger level." + ] }, { - "name": "Alternative Spellcasting Ability", + "name": "Cronesguard", "source": "UltimateAdventurer", - "page": 123, - "className": "Sorcerer", + "page": 105, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Arcane Prodigy", + "subclassShortName": "Cronesguard", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 3, "header": 1, "entries": [ - "When you choose this sorcerous origin at 1st level, you can choose to use Intelligence, instead of Charisma, as your sorcerer spellcasting ability. If you choose to use Intelligence, all sorcerer features and Metamagic options that reference your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature" + "Although hags have a reputation for villainy, they are powerful protectors of natural places and those who choose to live on the fringes of civilization. In this role, the Feywild natives sometimes forge an unusual alliance with rangers with similar interests. Cronseguard act as a hag coven's agents in lands beyond their reach and, in exchange, the coven lends the ranger a portion of their power. You have made such a pledge.", + { + "type": "refSubclassFeature", + "subclassFeature": "Cronesguard Magic|Ranger|PHB|Cronesguard|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Cronespeech|Ranger|PHB|Cronesguard|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Dark Blades|Ranger|PHB|Cronesguard|UltimateAdventurer|3|UltimateAdventurer" + } ] }, { - "name": "Arcane Magic", + "name": "Cronesguard Magic", "source": "UltimateAdventurer", - "page": 123, - "className": "Sorcerer", + "page": 105, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Arcane Prodigy", + "subclassShortName": "Cronesguard", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "You learn additional spells when you reach certain levels in this class, as shown on the Arcane Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", - "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the wizard spell list.", + "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Cronesguard Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.", { "type": "table", - "caption": "Arcane Prodigy Spells", "colLabels": [ - "Sorcerer Level", - "Spells" + "Ranger Level", + "Spell" ], "colStyles": [ - "col-2 text-center", - "col-10" + "col-3 text-center", + "col-9 text-left" ], "rows": [ - [ - "1st", - "{@spell find familiar}" - ], [ "3rd", - "{@spell misty step}" + "{@spell disguise self}" ], [ "5th", - "{@spell counterspell}" + "{@spell blur}" ], [ - "7th", - "{@spell arcane eye}" + "9th", + "{@spell bestow curse}" ], [ - "9th", - "{@spell contact other plane}" + "13th", + "{@spell polymorph}" + ], + [ + "17th", + "{@spell animate objects}" ] ] } ] }, { - "name": "Rare Genius", + "name": "Cronespeech", "source": "UltimateAdventurer", - "page": 123, - "className": "Sorcerer", + "page": 105, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Arcane Prodigy", + "subclassShortName": "Cronesguard", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, - "skillProficiencies": [ - { - "arcana": true - } - ], - "savingThrowProficiencies": [ - { - "int": true - } - ], + "level": 3, + "header": 2, "entries": [ - "At 1st level, you gain proficiency in the Arcana skill and Intelligence saving throws." + "At 3rd level, you gain the ability to communicate telepathically with any creature with an Intelligence score of 6 or less within 60 feet, whether you share a language or not. You have advantage on Charisma checks you make to convince or influence such a creature.", + "Additionally, you can cast the {@spell find familiar} spell without expending a spell slot. Once you cast the spell with this feature, you can't cast it again until you finish a long rest." ] }, { - "name": "Metamagic Prodigy", + "name": "Dark Blades", "source": "UltimateAdventurer", - "page": 123, - "className": "Sorcerer", + "page": 106, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Arcane Prodigy", + "subclassShortName": "Cronesguard", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 3, "header": 2, "entries": [ - "At 6th level, you gain a pool of prodigy points equal to half your level in this class. You can spend prodigy points instead of sorcery points to activate Metamagic options. You regain all expended prodigy points when you finish a long rest." + "Also at 3rd level, once per turn when you hit a creature with a weapon attack, you can choose to deal an extra 1d6 necrotic damage to the target.", + "This damage increases to 1d12 when you reach 11th level in this class." ] }, { - "name": "Dynamic Metamagic", + "name": "Blessing of Mother Night", "source": "UltimateAdventurer", - "page": 123, - "className": "Sorcerer", + "page": 106, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Arcane Prodigy", + "subclassShortName": "Cronesguard", "subclassSource": "UltimateAdventurer", - "level": 14, + "level": 7, "header": 2, + "resist": [ + "necrotic" + ], "entries": [ - "At 14th level, you learn an additional Metamagic option of your choice.", - "In addition, when you finish a long rest, you can replace one of your Metamagic options with another Metamagic option of your choice." + "By 7th level, your actions have pleased the crones that watch over you and given them a reason to protect you. You gain resistance to necrotic damage and have advantage on saving throws against being frightened.", + "Additionally, you gain one eldritch invocation of your choice from among those available to the warlock class, using your ranger level as a warlock level for the purpose of meeting an invocation's prerequisites. If an invocation references your Charisma or Charisma modifier you can use your Wisdom or Wisdom modifier instead. Whenever you gain a level in this class, you can replace the chosen invocation with a different one." ] }, { - "name": "Stroke of Genius", + "name": "Night Mother's Lullaby", "source": "UltimateAdventurer", - "page": 123, - "className": "Sorcerer", + "page": 106, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Arcane Prodigy", + "subclassShortName": "Cronesguard", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 11, "header": 2, "entries": [ - "Starting at 18th level, you experience moments of magical clarity that bring solutions just when you were out of options. You can use a bonus action on your turn to have a flash of magical genius. When you do, you regain all expended prodigy points and one expended spell slot of your choice of 5th level or lower. Once you use this feature, you can't use it again until you finish a long rest." + "Starting at 11th level, you can call upon the power of the crones to stop the flow of battle. You learn the {@spell sleep} spell, which counts as a ranger spell for you.", + "When you cast sleep, you can channel the fey magic of your matrons. When you do, you can choose to use the maximum possible total on the dice instead of rolling to determine the total hit points of creatures the spell can affect. Once you use this ability, you can't use it again until you finish a long rest." ] }, { - "name": "Cursed Existence", + "name": "Heartstopping Horror", "source": "UltimateAdventurer", - "page": 125, - "className": "Sorcerer", + "page": 106, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Cursed Existence", + "subclassShortName": "Cronesguard", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 15, + "header": 2, "entries": [ - "You or an ancestor were afflicted with a hereditary malediction, a horrible curse designed to cause misery. It may have been a punishment by a god for hubris, the work of a vengeful hag coven, or perhaps the result of a magical accident you happened to be caught in the middle of. No matter how the curse came to afflict you or your family line, you have discovered a method of accessing its powers, using it as a font of magical power.", - "Some who become sorcerers through harnessing the power of their curse have discovered how to entirely suppress their curse's magicks until such time as they want to afflict others with its properties, while others always suffer a modicum of its effects. The most common types of curses are transfigurements, the loss of physical health, and the sapping of fortune.", - "Most people dread the cursed, fearing that the curse will pass to them through association with the afflicted. As a cursed sorcerer, it is your choice whether those fears are confirmed", + "By the time you reach 15th level, you are as terrifying to a foe as any hag. When you would be hit by an attack, or targeted by the {@spell magic missile} spell, you can use your reaction to bind your foe with dread magic. The attacking creature must succeed on a Wisdom saving throw against your spell save DC or the triggering attack (or magic missile) misses and the creature is stunned until the end of your next turn.", + "You can use this feature a number of times equal to your proficiency bonus, and you regain your expended uses when you finish a long rest." + ] + }, + { + "name": "Freerunner", + "source": "UltimateAdventurer", + "page": 106, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Freerunner", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, + "entries": [ + "Freerunners dedicate their lives to movement, seeing every obstacle in front of them as an opportunity for play. While most at home climbing and sprinting through sprawling metropolises, a Freerunner can jump and flip through any locale. Though many see these rangers as foolhardy show-offs, Freerunners understand that the art of parkour isn't about proving one's prowess, but about exulting in the joy of movement. Running upon the line between life and death makes them feel the most alive, and for them is the truest expression of freedom.", { "type": "refSubclassFeature", - "subclassFeature": "Curse Magic|Sorcerer||Cursed Existence|UltimateAdventurer|1" + "subclassFeature": "Freerunner Magic|Ranger|PHB|Freerunner|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Vile Affliction|Sorcerer||Cursed Existence|UltimateAdventurer|1" + "subclassFeature": "Hardcore Parkour|Ranger|PHB|Freerunner|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Momentum Strike|Ranger|PHB|Freerunner|UltimateAdventurer|3|UltimateAdventurer" } - ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Second-Soul.webp" + ] }, { - "name": "Curse Magic", + "name": "Freerunner Magic", "source": "UltimateAdventurer", - "page": 125, - "className": "Sorcerer", + "page": 106, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Cursed Existence", + "subclassShortName": "Freerunner", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "You learn additional spells when you reach certain levels in this class, as shown on the Curse Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", - "When you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the accursed spell list, found in Chapter 3: Classes of the DMsGuild.", + "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Freerunner Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", { "type": "table", - "caption": "Curse Spells", "colLabels": [ - "Sorcerer Level", - "Spells" + "Ranger Level", + "Spell" ], "colStyles": [ - "col-2 text-center", - "col-10" + "col-3 text-center", + "col-9 text-left" ], "rows": [ - [ - "1st", - "{@spell evil eye|UltimateAdventurer}" - ], [ "3rd", - "{@spell blindness/deafness}" + "{@spell feather fall}" ], [ "5th", - "{@spell bestow curse}" + "{@spell spider climb}" ], [ - "7th", - "{@spell polymorph}" + "9th", + "{@spell haste}" ], [ - "9th", - "{@spell bestow malediction|UltimateAdventurer}" + "13th", + "{@spell freedom of movement}" + ], + [ + "17th", + "{@spell far step|XGE}" ] ] } ] }, { - "name": "Vile Affliction", + "name": "Hardcore Parkour", "source": "UltimateAdventurer", - "page": 125, - "className": "Sorcerer", + "page": 106, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Cursed Existence", + "subclassShortName": "Freerunner", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "At 1st level, you are afflicted with a grievous curse, but you have learned to suffer the curse's effects only when you want to make use of its power. Choose the nature of your curse from the following options.", - { - "type": "entries", - "name": "Mutation", - "entries": [ - "You were once horrifically imbued with monstrous properties, which may have caused a complete transformation or may have only manifested under certain conditions, such as being exposed to the light of a full moon. As an action, you can use the magic of your curse to transform yourself, gaining the following changes:", - { - "type": "list", - "items": [ - "You gain a +1 bonus to each ability check, attack roll, and saving throw you make that uses Strength, Dexterity, or Constitution.", - "You suffer a -1 penalty to each ability check, attack roll, and saving throw you make that uses Intelligence, Wisdom, or Charisma.", - "You have disadvantage on Constitution saving throws you make to maintain {@status Concentration|PHB}.", - "After at least 1 minute has passed, you can end the transformation on yourself as an action." - ] - }, - "When you reach certain levels in this class, both the transformation's bonus and penalty increase: 9th level (+2/-2) and 17th level (+3/-3)." - ] - }, - { - "type": "entries", - "name": "Sickly", - "entries": [ - "Your body was robbed of strength and vitality, causing you to almost constantly be sick and weak. Once during each of your turns when a spell you cast damages a creature that isn't an undead or construct, you can cause the creature's hit point maximum to be reduced by an amount equal to half the damage it took from the spell. It suffers the reduction until it finishes a long rest. When you do, you have disadvantage on Constitution saving throws and can't regain hit points until the end of your next turn." - ] - }, - { - "type": "entries", - "name": "Unlucky", - "entries": [ - "You once suffered misfortune in all aspects of life, in which anything that could go wrong seemed to always do so. When a creature you can see within 60 feet of you makes an ability check or attack roll, you can use your reaction to roll a {@dice d6} and subtract it from the creature's result. When you do, subtract {@dice 1d6} from the next ability check, attack roll, or saving throw you make within the next minute. You can't use this ability again until a minute has passed or you subtract the die from one of your own rolls." - ] - } + "At 3rd level, your base walking speed increases by 10 feet.", + "Additionally, the world becomes your playground, allowing you to run and climb on every element of your surroundings. During your turn, you have the ability to move up, down, and across vertical surfaces while leaving your hands free. This benefit works only in short bursts; you fall if you end your turn without being on the ground or attached to a stable object and nothing else is holding you aloft. If you have a free hand and there is an available handhold in your space when you would begin falling at the end of your turn, you can use the free hand to catch yourself." ] }, { - "name": "Curse Infusion", + "name": "Momentum Strike", "source": "UltimateAdventurer", - "page": 125, - "className": "Sorcerer", + "page": 106, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Cursed Existence", + "subclassShortName": "Freerunner", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 3, "header": 2, "entries": [ - "Starting at 6th level, once during each of your turns when you cause one or more creatures to make a saving throw against a spell you cast, you can spend a number of sorcery points equal to the spell's level (1 sorcery point if the spell is a cantrip), to infuse the spell with the debilitating power of your curse. When you do, choose one ability. Each creature that fails its saving throw against the spell this turn also has disadvantage on the next ability check or attack roll it makes using the chosen ability before the start of your next turn." + "At 3rd level, you learn to use the kinetic energy of your movement to empower your attacks. If you move at least 20 feet immediately before making a weapon attack, the attack deals an additional 1d6 damage on a hit.", + "When you reach 11th level in this class, your base walking speed increases by a further 10 feet and the additional damage increases to 1d10." ] }, { - "name": "Blessing in Disguise", + "name": "Safety Roll", "source": "UltimateAdventurer", - "page": 126, - "className": "Sorcerer", + "page": 106, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Cursed Existence", + "subclassShortName": "Freerunner", "subclassSource": "UltimateAdventurer", - "level": 14, + "level": 7, "header": 2, "entries": [ - "At 14th level, you gain an additional benefit based on the curse you chose as your Vile Affliction. Any spell you learn through this feature counts as a sorcerer spell for you.", - { - "type": "entries", - "name": "Mutation", - "entries": [ - "You learn the alter self spell. It doesn't count against the number of sorcerer spells you know, and you can cast it at will, without expending a spell slot." - ] - }, - { - "type": "entries", - "name": "Sickly", - "entries": [ - "You learn the ray of enfeeblement spell. It doesn't count against the number of sorcerer spells you know, and you can cast it at will, without expending a spell slot. Additionally, when you use your Vile Affliction, you can choose for the creature's hit point maximum to be reduced by an amount equal to the damage it took from the spell, instead of by half the damage." - ] - }, - { - "type": "entries", - "name": "Unlucky", - "entries": [ - "You learn the bane spell. It doesn't count against your number of sorcerer spells you know, and you can cast it at will, without expending a spell slot. Additionally, when you use the reaction granted by your Vile Affliction, you can choose to roll a {@dice d10}, instead of a {@dice d6}. If you do, you subtract {@dice 1d10} from your next ability check, attack roll, or saving throw within the next minute, instead of {@dice 1d6}" - ] - } + "At 7th level, you learn to perform a roll that reduces impact. When you take damage of any type other than psychic, you can use your reaction to reduce the damage by an amount equal to half your ranger level + your Dexterity modifier." ] }, { - "name": "Curse Bombardment", + "name": "Kinetic Precision", "source": "UltimateAdventurer", - "page": 126, - "className": "Sorcerer", + "page": 106, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Cursed Existence", + "subclassShortName": "Freerunner", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 11, "header": 2, "entries": [ - "Starting at 18th level, you can flood your enemies with the horrific energies of your curse. As a bonus action, you can spend 5 sorcery points to cause a creature you can see within 30 feet of you to have disadvantage on all saving throws until the end of the turn." + "At 11th level, you develop an uncanny precision to complement your breakneck speed. If you move at least 40 feet immediately before making a weapon attack, you make the attack roll with advantage." ] }, { - "name": "Greenheart", + "name": "Fluid Movement", "source": "UltimateAdventurer", - "page": 126, - "className": "Sorcerer", + "page": 107, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Greenheart", + "subclassShortName": "Freerunner", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 15, + "header": 2, "entries": [ - "Born to a dryad parent, infused with the eldritch power of an enchanted forest you were raised in, or influenced by a primal enchantment in your mother's womb, the magic of the natural world runs through you. Unlike druids, you did not choose your connection to the natural world; the natural world chose its connection to you. Greenheart sorcerers often have dark brown and bright green features, and smell of the native flora of their homelands. Sorcerers of this origin are exceptionally resilient and observant of their surroundings.", - { - "type": "refSubclassFeature", - "subclassFeature": "Alternative Spellcasting Ability|Sorcerer||Greenheart|UltimateAdventurer|1" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Greenheart Magic|Sorcerer||Greenheart|UltimateAdventurer|1" - }, + "Starting at 15th level, you move with incredible grace and agility. You gain the following benefits:", { - "type": "refSubclassFeature", - "subclassFeature": "Verdant Soul|Sorcerer||Greenheart|UltimateAdventurer|1" + "type": "list", + "items": [ + "You can move through the space of any creature without restriction.", + "Your movement doesn't provoke opportunity attacks.", + "Moving through difficult terrain costs you no extra movement.", + "It costs you only 5 feet of movement to stand up from being prone.", + "You can use Dexterity, instead of Strength, when determining the maximum distance of your long jump and height of your high jump." + ] } - ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Second-Soul.webp" + ] }, { - "name": "Alternative Spellcasting Ability", + "name": "Spirit Guardian", "source": "UltimateAdventurer", - "page": 126, - "className": "Sorcerer", + "page": 110, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Greenheart", + "subclassShortName": "Spirit Guardian", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 3, "header": 1, "entries": [ - "When you choose this sorcerous origin at 1st level, you can choose to use Wisdom, instead of Charisma, as your sorcerer spellcasting ability. If you choose to use Wisdom, all sorcerer features and Metamagic options that reference your Charisma ability modifier use your Wisdom modifier instead. You must make this choice when you gain this feature." + "Some rangers turn to the primordial to protect their homes, bonding with an elemental spirit. Spirit Guardians entwine their essence with these totemic guardians, manifesting aspects of the spirits' powers, and becoming far more attuned to the denizens of the Elemental Planes.", + { + "type": "refSubclassFeature", + "subclassFeature": "Spirit Guardian Magic|Ranger|PHB|Spirit Guardian|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Elemental Bond|Ranger|PHB|Spirit Guardian|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Spirit Strike|Ranger|PHB|Spirit Guardian|UltimateAdventurer|3|UltimateAdventurer" + } ] }, { - "name": "Greenheart Magic", + "name": "Spirit Guardian Magic", "source": "UltimateAdventurer", - "page": 126, - "className": "Sorcerer", + "page": 110, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Greenheart", + "subclassShortName": "Spirit Guardian", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "You learn additional spells when you reach certain levels in this class, as shown on the Greenheart Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", - "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the druid spell list.", + "Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Spirit Guardian Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.", { "type": "table", - "caption": "Greenheart Spells", "colLabels": [ - "Sorcerer Level", - "Spells" + "Ranger Level", + "Spell" ], "colStyles": [ - "col-2 text-center", - "col-10" + "col-3 text-center", + "col-9 text-left" ], "rows": [ - [ - "1st", - "{@spell goodberry}" - ], [ "3rd", - "{@spell spike growth}" + "{@spell unseen servant}" ], [ "5th", - "{@spell aura of vitality}" + "{@spell elemental spike|UltimateAdventurer}" ], [ - "7th", - "{@spell guardian of nature|XGE}" + "9th", + "{@spell elemental weapon}" ], [ - "9th", - "{@spell greater restoration}" + "13th", + "{@spell summon elemental|TCE}" + ], + [ + "17th", + "{@spell primordial weapon|UltimateAdventurer}" ] ] } ] }, { - "name": "Verdant Soul", + "name": "Elemental Bond", "source": "UltimateAdventurer", - "page": 127, - "className": "Sorcerer", + "page": 110, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Greenheart", + "subclassShortName": "Spirit Guardian", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "Starting at 1st level, your hit point maximum increases by 2, and increases by 2 again whenever you gain a level in this class.", - "Once you reach 2nd level in this class, when you expend sorcery points you regain 2 hit points for every sorcery point you spent." + "When you choose this archetype at 3rd level, you learn to speak, read, and write Primordial. Whenever you make a Charisma check when interacting with elementals, your proficiency bonus is doubled if it applies to the check.", + "Additionally, your connection to the natural world causes you to bond with an elemental guardian spirit. Choose its elemental type: Boulderbear, Firecat, Riversnake, or Thunderbird. You gain that elemental type's Spirit Strike, as well as additional abilities it grants once you reach 7th level and 15th level in this class.", + "When you finish a long rest, you can choose for your guardian spirit to manifest as a different elemental type of your choice, replacing the abilities granted by its previous type with those of its new one." ] }, { - "name": "Strength of Oak", + "name": "Spirit Strike", "source": "UltimateAdventurer", - "page": 127, - "className": "Sorcerer", + "page": 110, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Greenheart", + "subclassShortName": "Spirit Guardian", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 3, "header": 2, "entries": [ - "At 6th level, you can tap the endless resilience of the natural world to shake off debilitating effects. After you make a saving throw, but before the DM declares whether it's successful or not, you can use your reaction and spend 1 sorcery point to roll 1d6 and add it to the result." + "Starting at 3rd level, you can have your guardian spirit harry creatures, imbuing your attacks against those creatures with elemental power. As a bonus action, choose one creature you can see within 60 feet of you. The next time you hit that creature with a weapon attack before the start of your next turn, the attack gains benefits based on your guardian spirit's elemental type.", + { + "type": "entries", + "name": "Boulderbear", + "entries": [ + "The target takes an additional {@damage 1d4} force damage, and its speed is halved until the start of your next turn as stone and dust impede its movements." + ] + }, + { + "type": "entries", + "name": "Firecat", + "entries": [ + "The target takes an additional {@damage 1d4} fire damage, and it sheds bright light in a 10-foot radius and dim light for an additional 10 feet until the start of your turn as ethereal flames alight on its body. For the duration, the creature can't become {@condition invisible} or hidden." + ] + }, + { + "type": "entries", + "name": "Riversnake", + "entries": [ + "The target takes an additional {@damage 1d4} cold damage, and it suffers disadvantage on the first attack roll or ability check it makes before the start of your next turn as frost forms on its extremities." + ] + }, + { + "type": "entries", + "name": "Thunderbird", + "entries": [ + "The target takes an additional {@damage 1d4} thunder damage, and you push it up to 10 feet in a straight line away from you as a boom of thunder audible to 300 feet knocks it back." + ] + } ] }, { - "name": "Root & Leaf Speech", + "name": "Elemental Aspect", "source": "UltimateAdventurer", - "page": 127, - "className": "Sorcerer", + "page": 110, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Greenheart", + "subclassShortName": "Spirit Guardian", "subclassSource": "UltimateAdventurer", - "level": 14, + "level": 7, "header": 2, "entries": [ - "At 14th level, you learn the {@spell speak with plants} spell. It is a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", - "Additionally, you can use an action and spend 3 sorcery points to cast the {@spell speak with plants} spell. When you cast the spell this way, moving through difficult terrain does not cost you extra movement for the duration of the spell." - ] - }, - { - "name": "Greenblood", + "At 7th level, an aspect of your guardian spirit's metaphysical body appears on you, granting you a feature based on your guardian spirit's elemental type.", + { + "type": "entries", + "name": "Boulderbear", + "entries": [ + "Whenever you finish a short or long rest, you gain temporary hit points equal to half your ranger level + your Wisdom modifier. Additionally, you have advantage on saving throws against disease and poison." + ] + }, + { + "type": "entries", + "name": "Firecat", + "entries": [ + "Your base walking speed increases by 10 feet, and whenever a creature within 5 feet of you hits you with an opportunity attack, it takes fire damage equal to your proficiency bonus." + ] + }, + { + "type": "entries", + "name": "Riversnake", + "entries": [ + "You can breathe in both air and water, and you gain a swimming speed equal to your base walking speed. Additionally, you can take the {@action Disengage|XPHB} action as a bonus action on your turn." + ] + }, + { + "type": "entries", + "name": "Thunderbird", + "entries": [ + "Your high and long jump distances are tripled. Additionally, the wind rises in your defense against distant attackers. After you end your turn, the next ranged weapon attack targeting you before the start of your next turn is made with disadvantage." + ] + } + ] + }, + { + "name": "Guardian Spirit", "source": "UltimateAdventurer", - "page": 127, - "className": "Sorcerer", + "page": 110, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Greenheart", + "subclassShortName": "Spirit Guardian", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 11, "header": 2, "entries": [ - "Starting at 18th level, you can use a bonus action on each of your turns to convert vitality into sorcery points. When you do, reduce your current hit points by 6 and regain 1 expended sorcery point." + "Starting at 11th level, when you hit the target of your Spirit Strike with a weapon attack, your guardian spirit continues to harry the creature until the start of your next turn, warding your allies from the creature's attacks. If the target makes an attack against a target other than you, you can use your reaction to make a weapon attack against it. If your attack hits, it gains the benefits of your Spirit Strike." ] }, { - "name": "Astral Born", + "name": "Elemental Vessel", "source": "UltimateAdventurer", - "page": 124, - "className": "Sorcerer", + "page": 111, + "className": "Ranger", "classSource": "PHB", - "subclassShortName": "Astral Born", + "subclassShortName": "Spirit Guardian", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 15, + "header": 2, "entries": [ - " As an Astral Born, you draw your magic from the Astral Plane itself, a realm of dreams and thought that borders many others throughout the universe. Perhaps you were conceived in that realm, or your family heirloom is a gem designed to aid astral projection, or you were raised in the vicinity of a planar portal. Regardless of the reason, you find yourself able to tap into the Astral Plane's physics-defying properties to achieve what others can only dream of.", + "At 15th level, you gain the ability to merge your physical form with your guardian spirit, transforming into it. As an action, you can transform into the physical manifestation of your guardian spirit for 1 minute.", + { + "type": "entries", + "name": "Boulderbear", + "entries": [ + "Your transformation has the statistics of an {@creature earth elemental}, though with the appearance of a large bear made entirely of pieces of earth and stone." + ] + }, + { + "type": "entries", + "name": "Firecat", + "entries": [ + "Your transformation has the statistics of a {@creature fire elemental}, though with the appearance of a jungle cat made entirely of roaring flame." + ] + }, + { + "type": "entries", + "name": "Riversnake", + "entries": [ + "Your transformation has the statistics of a {@creature water elemental}, though with the appearance of a venomous snake made entirely of rushing water." + ] + }, + { + "type": "entries", + "name": "Thunderbird", + "entries": [ + "Your transformation has the statistics of an {@creature air elemental}, though with the appearance of a giant eagle made entirely of flashing storm clouds." + ] + }, + "While you are transformed, the following rules apply:", + { + "type": "list", + "items": [ + "Your game statistics are replaced by the statistics of your guardian spirit (earth elemental, fire elemental, etc.) but you retain your alignment, personality, and any ability score that is higher than the stat block's. You also retain all of your skill and saving throw proficiencies, as well as each feature and trait from your class, race, or other source (including special senses such as darkvision) and can use them if the new form is capable of doing so.", + "When you transform, you assume your guardian spirit's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.", + "You choose whether your equipment falls to the ground in your space or merges into your new form. Equipment that merges with the form has no effect until you leave the form.", + "The new form's weapon attacks are magical." + ] + }, + "You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you drop to 0 hit points or die.", + "Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use it again." + ] + }, + { + "name": "Oath of Ancestors", + "source": "UltimateAdventurer", + "page": 94, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Ancestors", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, + "entries": [ + "The Oath of Ancestors is a commitment to those who came before you to carry their legacies into the future. Dwarven paladins who take this oath do so to honor the founders of their clan while elven paladins channel their grief for those who passed on. When communities abandon long held traditions, paladins who've sworn this oath remind them of the examples their honorable ancestors left behind. Sometimes called spectral knights, tomb guardians, or sin-eaters, paladins who swear this oath commune with their ancestors and pursue their ancestors' ideals in the material realm", { "type": "refSubclassFeature", - "subclassFeature": "Metaphysical Being|Sorcerer||Astral Born|UltimateAdventurer|1" + "subclassFeature": "Tenets of Ancestors|Paladin|PHB|Ancestors|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Spatial Shift|Sorcerer||Astral Born|UltimateAdventurer|1" + "subclassFeature": "Oath Spells|Paladin|PHB|Ancestors|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin|PHB|Ancestors|UltimateAdventurer|3|UltimateAdventurer" } - ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Second-Soul.webp" + ] }, { - "name": "Metaphysical Being", + "name": "Tenets of Ancestors", "source": "UltimateAdventurer", - "page": 124, - "className": "Sorcerer", + "page": 94, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Astral Born", + "subclassShortName": "Ancestors", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, - "resist":[ - "psychic" - ], + "level": 3, + "header": 2, "entries": [ - "Starting at 1st level, your physical form has adapted to the dreamlike expanse of the Astral Plane, causing you to shed some of your mortal limitations. You no longer need to eat or drink to sustain yourself and you gain resistance to psychic damage." + "The exact tenets of Ancestors changes based on the ancestors being honored but all who swear the oath abide by these core principles.", + { + "type": "entries", + "name": "Remember the Dead", + "entries": [ + "Remember those who have gone before you and passed on. Carry their memory in your mind and let those memories guide you." + ] + }, + { + "type": "entries", + "name": "Respect the Dead", + "entries": [ + "Show deference to the resting places of the dead and follow the wishes of the departed." + ] + }, + { + "type": "entries", + "name": "Honor the Dead", + "entries": [ + "Honor the dead with your actions. Let your righteousness be a reminder to others of their virtue and strength.", + "Death is Peace. The undead are an affront to the serenity of true death. Show the undead the mercy of ushering them into the next world as quickly as possible." + ] + } ] }, { - "name": "Spatial Shift", + "name": "Oath Spells", "source": "UltimateAdventurer", - "page": 124, - "className": "Sorcerer", + "page": 95, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Astral Born", + "subclassShortName": "Ancestors", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "Also at 1st level, you channel the strange physics of the Astral Plane to bend space when you use your magic. Once per turn when you hit a creature with a spell attack, you can move it up to 5 feet in any direction.", - "Once you reach 2nd level in this class, you can expend any number of your sorcery points when you use this feature to increase the distance you move the creature by 5 feet for each expended sorcery point." + "You gain oath spells at the paladin levels listed.", + { + "type": "table", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell unseen servant}, {@spell false life}" + ], + [ + "5th", + "{@spell gentle repose}, {@spell see invisibility}" + ], + [ + "9th", + "{@spell reaping smite|UltimateAdventurer}, {@spell speak with dead}" + ], + [ + "13th", + "{@spell death ward}, {@spell guardian of faith}" + ], + [ + "17th", + "{@spell contact other plane}, {@spell raise dead}" + ] + ] + } ] }, { - "name": "Planar Retreat", + "name": "Channel Divinity", "source": "UltimateAdventurer", - "page": 124, - "className": "Sorcerer", + "page": 95, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Astral Born", + "subclassShortName": "Ancestors", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 3, "header": 2, "entries": [ - "Beginning at 6th level, your connection to the Astral Plane allows you to instinctively retreat there in moments of great danger. When you would take damage, you can use your reaction to shift to a random but safe location in the Astral Plane, negating the damage. At the start of your next turn, you return to your previously occupied space unless it is now occupied, in which case you appear in the nearest unoccupied space to it.", - "Once you use this feature, you can't use it again until you finish a short or long rest." + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", + { + "type": "entries", + "name": "Ancestral Guidance", + "entries": [ + "As a bonus action, you open your heart to the wisdom of your ancestors, using your Channel Divinity. Once within the next hour, you can heed the advice of your ancestors, adding a bonus to an ability check, attack roll, or saving throw. This bonus equals your Charisma modifier (minimum 1). You can choose to wait until after you roll the {@dice d20} to gain this benefit, but must decide before the DM says whether the roll succeeds or fails." + ] + }, + { + "type": "entries", + "name": "Peace with the Dead", + "entries": [ + "As an action, you can call out to the undead and the dying and plead with your ancestors to bring them peace, using your Channel Divinity. Every creature with 0 hit points within 30 feet of you is automatically stabilized, and each undead that can see or hear you within 30 feet must make a Wisdom saving throw. If the creature fails its saving throw, it is pacified for 1 minute or until it takes damage.", + "While pacified, the undead can't take reactions and will only take its action to Help (if it has 3 or less Intelligence) or Dodge (if it has Intelligence 4 or more). While pacified, the undead see you as a friend and will seek to interpose themselves between your foes and you or, in the case of the less intelligent undead, spend their turn aiding you in whatever way they can. If an undead who would normally attempt to take the Help action cannot reach you or one of your enemies to do so, it instead takes the Dodge action." + ] + } ] }, { - "name": "Flight of Mind", + "name": "Aura of Quietus", "source": "UltimateAdventurer", - "page": 124, - "className": "Sorcerer", + "page": 95, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Astral Born", + "subclassShortName": "Ancestors", "subclassSource": "UltimateAdventurer", - "level": 14, + "level": 7, "header": 2, + "resist":[ + "necrotic" + ], "entries": [ - "At 14th level, you gain the ability to fly using only your thoughts, as if you were on the Astral Plane. You have a flying speed equal to your walking speed, and you add a bonus equal to your Charisma modifier to any saving throw or ability check to resist being moved against your will." + "Starting at 7th level, you project an aura of finality. You know the current hit points of all creatures within 10 feet of you. Additionally, you and friendly creatures within this range have resistance to necrotic damage", + "At 18th level, the range of this aura increases to 30 feet." ] }, { - "name": "Astral Storm", + "name": "Peaceful Passage", "source": "UltimateAdventurer", - "page": 124, - "className": "Sorcerer", + "page": 95, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Astral Born", + "subclassShortName": "Ancestors", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 15, "header": 2, "entries": [ - "At 18th level, you can use an action to become a conduit to the Astral Plane itself, unleashing a barrage of psychic wind and raw thought. When you do, each creature in a 60-foot cone in front of you must make an Intelligence saving throw against your spell save DC. A target suffers {@dice 6d10} psychic damage on a failure, or half as much damage on a success. If a creature fails the save by 5 or more, it is also stunned for 1 minute as its mind becomes inundated with a deluge of emotions and lost memories. A stunned creature can attempt the saving throw again at the end of each of its turns, ending the effect on itself on a success.", - "Once you use this feature, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use this feature again." + "At 15th level, when a creature within your Aura of Quietus is reduced to 0 hit points, you can use your reaction to usher its spirit into the next world. That creature cannot be raised as undead. Additionally, choose a creature within the aura and roll a d10. Add your Charisma modifier to the result, and the chosen creature regains that many hit points." ] }, { - "name": "Oblex Impostor", + "name": "Ghostwalker", "source": "UltimateAdventurer", - "page": 127, - "className": "Sorcerer", + "page": 95, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Oblex Impostor", + "subclassShortName": "Ancestors", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 20, + "header": 2, "entries": [ - "For most of your existence, you believed yourself to be a normal humanoid. You may have begun to smell of sulfur that you could never clean off, had more trouble seeing at a distance but greater ease seeing in dark spaces, and discovered that you have a bit more respect for how dangerous fire can be, but otherwise everything seemed normal and everyone around you soon got used to your quirks.", - "One day, though, you were injured and discovered that what lies beneath your false skin is not musculature, bones, or blood, but living slime. You aren't who you believed yourself to be; you're an ooze simulacrum created by an oblex and imbued with the memories and personality of a creature the oblex drained, made for the purpose of hunting the memories of others for the oblex's continued sustenance. After the discovery, you managed to break the tether attaching you to your creator without being destroyed yourself, and have begun exploring the properties of your new form. Your innate magic comes from being a memory-eating ooze, and you may have begun adventuring to take vengeance on your creator or to discover what happened to your original self.", + "At 20th level you can spend your action to call your ancestors to manifest in your presence. When you do, the spirits of you and your allies' ancestors heed the call, appearing around you and joining you in battle. For the next minute you gain the following benefits:", + { + "type": "list", + "items": [ + "Your flesh turns to spirit. You gain resistance to bludgeoning, piercing, and slashing damage, and can move through objects and creatures. If you end your movement inside an object or creature, you take 1d8 force damage and are pushed to the nearest unoccupied space.", + "Enemy creatures within 30 feet of you count all terrain as difficult terrain, as spectres clutch at them from the beyond.", + "You deal an additional 1d6 necrotic damage when you deal damage to the enemy with the fewest remaining hit points within 30 feet of you." + ] + }, + "Once you use this feature you can't use it again until you complete a long rest." + ] + }, + { + "name": "Oath of Compassion", + "source": "UltimateAdventurer", + "page": 96, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Compassion", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, + "entries": [ + "Paladins swearing the oath of compassion believe that every foe can be made into a friend and that all friends are worth fighting for. Although this philosophy might seem at odds with their martial training, these paladins are not hopeless idealists. When the vulnerable are threatened, they act as a shield first and a sword second. If they can't parley an enemy out of violence, they'll seek to minimize and repair any damage caused by all involved parties.", { "type": "refSubclassFeature", - "subclassFeature": "Oblex Spawn|Sorcerer||Oblex Impostor|UltimateAdventurer|1" + "subclassFeature": "Tenets of Compassion|Paladin|PHB|Compassion|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Eat Memories|Sorcerer||Oblex Impostor|UltimateAdventurer|1" + "subclassFeature": "Oath Spells|Paladin|PHB|Compassion|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin|PHB|Compassion|UltimateAdventurer|3|UltimateAdventurer" } - ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Second-Soul.webp" + ] }, { - "name": "Oblex Spawn", + "name": "Tenets of Compassion", "source": "UltimateAdventurer", - "page": 127, - "className": "Sorcerer", + "page": 96, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Oblex Impostor", + "subclassShortName": "Compassion", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "Starting at 1st level, you count as being an ooze, in addition to any other creature type you have. You have blindsight to a range of 60 feet, but are blind beyond this radius. If you take fire damage, you can't regain hit points until the end of your next turn." + "Paladins who swear the Oath of Compassion pledge to open their hearts to enemies as easily as to friends. These paladins are not guided by naivety but an unflinching belief that every life matters.", + { + "type": "entries", + "name": "Hospitality", + "entries": [ + "Strangers are your friends. The homeless must be given shelter from the storm, under your own roof if need be." + ] + }, + { + "type": "entries", + "name": "Honor", + "entries": [ + "Treat others with fairness, and lead by example. Do as much good as possible while causing the least amount of harm." + ] + }, + { + "type": "entries", + "name": "Protection", + "entries": [ + "Repay violence with swift violence, so that the fewest may be hurt." + ] + }, + { + "type": "entries", + "name": "Redemption", + "entries": [ + "Redemption is possible for all individuals. Foster and assist them in their journey." + ] + } ] }, { - "name": "Eat Memories", + "name": "Oath Spells", "source": "UltimateAdventurer", - "page": 128, - "className": "Sorcerer", + "page": 96, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Oblex Impostor", + "subclassShortName": "Compassion", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "Also starting at 1st level, you can consume the memories of other creatures. As an action, you can attempt to eat the memories of a creature you can see within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. Constructs, oozes, plants, and undead automatically succeed on the saving throw. On a failed save, the creature becomes memory drained until it finishes a short or long rest or until it benefits from a {@spell greater restoration} or {@spell heal} spell.", - "While memory drained, the target must roll a memory drain die — which is a d4 — and subtract the number rolled from any ability check or attack roll it makes. At the end of each of its turns, a memory drained creature can repeat the saving throw, ending the memory drain early for itself on a successful save.", - "Additionally, when you memory drain a creature, you gain the ability to speak, read, and write each language the creature does until you memory drain a different creature. You retain the creature's languages even after the memory drain effect has ended for it.", - "Once you memory drain a creature, you can't use this feature again until you finish a long rest, or until you expend a spell slot to use it again.", - "The memory drain die increases in size when you reach certain levels in this class: to a d6 at 6th level, d8 at 14th level, and d10 at 18th level." + "You gain oath spells at the paladin levels listed.", + { + "type": "table", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell healing word}, {@spell sanctuary}" + ], + [ + "5th", + "{@spell healing spirit|XGE}, {@spell warding bond}" + ], + [ + "9th", + "{@spell bestow blessing|UltimateAdventurer}, {@spell life transference|XGE}" + ], + [ + "13th", + "{@spell guardian of faith}, {@spell freedom of movement}" + ], + [ + "17th", + "{@spell greater restoration}, {@spell mass cure wounds}" + ] + ] + } ] }, { - "name": "Picky Eater", + "name": "Channel Divinity", "source": "UltimateAdventurer", - "page": 128, - "className": "Sorcerer", + "page": 96, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Oblex Impostor", + "subclassShortName": "Compassion", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 3, "header": 2, "entries": [ - "Starting at 6th level, when you memory drain a creature, you can spend 2 sorcery points to probe the creature's mind for a specific memory. You learn which skills and tools the creature is proficient in, as well as what spells it knows if any. Choose one of the following effects:", + "When you take this oath at 3rd level, you gain the following two Channel Divinity options.", { - "type": "list", - "items": [ - "You specify an event that you believe the creature experienced and that lasted no longer than 10 minutes. If the creature has a memory of the event, you gain the memory as though you lived through it.", - "You gain proficiency in one skill or tool in which the creature is proficient until you use this feature to gain a new proficiency.", - "You learn one spell the creature knows that is of a level you can cast. As long as you know it, it counts as a sorcerer spell for you, and doesn't count against the number of sorcerer spells you know. You lose the spell if you use this feature to learn a new spell." + "type": "entries", + "name": "Flood of Compassion", + "entries": [ + "As an action, you can use your Channel Divinity to send out a flood of healing energy. When you do, choose a number of creatures other than you that you can see within 30 feet up to your Charisma modifier (minimum 1). Chosen creatures regain half your paladin level in hit points. Additionally, you can expend hit points from your Lay on Hands pool and select one of the chosen creatures to restore additional hit points to it or to cure poisons and diseases affecting it." + ] + }, + { + "type": "entries", + "name": "Inspiring Protector", + "entries": [ + "When you reduce a creature to 0 hit points with an attack or spell, you can use your Channel Divinity to bolster the next attack of a friendly creature within 30 feet of you. The next time the target makes an attack in the next minute, it gains a bonus to the attack and damage rolls of the attack equal to your Charisma modifier + your proficiency bonus." ] } ] }, { - "name": "Sulfurous Clone", + "name": "Aura of Compassion", "source": "UltimateAdventurer", - "page": 128, - "className": "Sorcerer", + "page": 96, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Oblex Impostor", + "subclassShortName": "Compassion", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 7, "header": 2, "entries": [ - "Also at 6th level, you learn to manipulate your biology to create slime clones of your own. Over the course of 1 minute, during which you must maintain your concentration (as though concentrating on a spell), you extrude a piece of yourself into an unoccupied space within 5 feet of you. It coalesces into an exact duplicate of yourself or of a Medium or smaller creature who you've memory drained in the last 24 hours. For all practical purposes, this slime clone is you, meaning you occupy your space and its space simultaneously and it uses your statistics. It appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The slime clone moves as you choose during your turn, and you can cast spells, take actions, use reactions, and use your racial traits and class features from the slime clone's position.", - "The slime clone is tethered to you by a strand of slime that can extend up to 120 feet away from your body. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between you and the clone. The clone collapses into a pool of inanimate slime if the tether is severed, you dismiss the clone as an action, or if you drop to 0 hit points or die. When you take damage, you can choose to dismiss the slime clone (no action required).", - "You can't have more than one slime clone at a time." + "Starting at 7th level, you and friendly creatures within 10 feet are immune to being poisoned and automatically stabilize when at 0 hit points while you are conscious.", + "At 18th level, the range of this aura increases to 30 feet." ] }, { - "name": "Gelatinous", + "name": "Greater Healing", "source": "UltimateAdventurer", - "page": 129, - "className": "Sorcerer", + "page": 96, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Oblex Impostor", + "subclassShortName": "Compassion", "subclassSource": "UltimateAdventurer", - "level": 14, + "level": 15, "header": 2, "entries": [ - "At 14th level, you gain greater control of the ooze that makes up your body. You can move through a space as narrow as 1 inch wide without squeezing.", - "Additionally, whenever your slime clone would take damage, you can use your reaction to dismiss it, preventing you from taking the damage." + "By 15th level, your healing abilities have become incredibly potent. When you would roll one or more dice to restore hit points to a creature with a spell, you can choose to instead use the highest number possible for a number of those dice up to your Charisma modifier (minimum 1)." ] }, { - "name": "Elder Oblex", + "name": "Emissary of Protection", "source": "UltimateAdventurer", - "page": 129, - "className": "Sorcerer", + "page": 97, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Oblex Impostor", + "subclassShortName": "Compassion", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 20, "header": 2, "entries": [ - "Starting at 18th level, you can now have a number of slime clones up to your Charisma modifier (minimum two). When you use the reaction granted by your Gelatinous feature, you can dismiss any number of your slime clones." + "At 20th level, the number of hit points in your Lay on Hands pool increases to your paladin level x 10.", + "In addition, you have a special reaction, in addition to your normal reaction, that you can use to shield your allies from harm. When a creature you can see or hear takes damage, you can use your special reaction and spend any number of hit points from your Lay on Hands pool to reduce the damage taken by the same amount. Once you use this special reaction, you can't use it again until the start of your next turn." ] }, - { - "name": "Reincarnated Warrior", + { + "name": "Oath of the Planes", "source": "UltimateAdventurer", - "page": 129, - "className": "Sorcerer", + "page": 97, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Reincarnated Warrior", + "subclassShortName": "Planes", "subclassSource": "UltimateAdventurer", - "level": 1, + "level": 3, + "header": 1, "entries": [ - "Some legends are so widespread and revered that they will forever live on. Heroic warriors, in particular, capture the hearts and minds of the common folk, spurred by the songs and tales of bards across the world. Whether you know it or not, you are the soul of such a warrior born anew. You have a natural affinity for the tools of battle, and never feel more alive than when your blade is locked against another.", - "Unlike your first life, though, you have an innate magic born of the adoration of generations who have repeated your legend. You can channel this magic through your weapons and combine it with your martial prowess.", - "If you are aware of your reincarnation, a doubt may haunt your thoughts: Why now? Why after all this time have you been given new physical form? Perhaps a new destiny awaits you that requires a legend of your magnitude, and your legacy will ever grow.", + "The Oath of the Planes binds a paladin to the fragile balance of good and evil in the multiverse. Unlike many Sacred Oaths, which commit paladins to narrow, unflinching ideals, this Oath implores them to view the greater tapestry. These paladins see that, just like the concept that light cannot exist without darkness, neither can the forces of good exist without the forces of evil; without the proper balance, the entirety of existence would unravel. To ensure this never occurs, these paladins - often called planeswalkers, gray knights, or portal knights - travel the planes of the multiverse, immersing themselves in dimensional magics and the boundaries of reality to maintain balance.", { "type": "refSubclassFeature", - "subclassFeature": "Soul of Endurance|Sorcerer||Reincarnated Warrior|UltimateAdventurer|1" + "subclassFeature": "Tenets of the Planes|Paladin|PHB|Planes|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Martial Inheritance|Sorcerer||Reincarnated Warrior|UltimateAdventurer|1" + "subclassFeature": "Oath Spells|Paladin|PHB|Planes|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin|PHB|Planes|UltimateAdventurer|3|UltimateAdventurer" } - ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Second-Soul.webp" + ] }, { - "name": "Soul of Endurance", + "name": "Tenets of the Planes", "source": "UltimateAdventurer", - "page": 129, - "className": "Sorcerer", + "page": 97, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Reincarnated Warrior", + "subclassShortName": "Planes", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "Starting at 1st level, your body and soul sing when you are engaged in battle, granting you immense resilience. You gain the following benefits:", + "The tenets of the Oath of the Planes are often difficult for individuals to uphold. Despite the necessity, many paladins find it difficult to remain impartial, and even more difficult to leave the ones they love when they feel themselves shirking their duties. It can also be tragic for these paladins to actively support certain evils, and actively destroy certain good, in order to keep the multiverse in balance; it is far easier for them when evil threatens to overwhelm good. Due to the harshness of the tenets, most paladins who take this oath are lawful neutral in alignment.", { - "type": "list", - "items": [ - "While you wear no armor or you are under the effects of the {@spell mage armor} spell, you can use your Charisma modifier, instead of your Dexterity modifier, to calculate your Armor Class. You can use a shield and still gain this benefit.", - "Whenever you would take damage while you are conscious and within 5 feet of a hostile creature, you reduce the amount of damage you take by 1. The reduction increases when you reach certain levels in this class, increasing to 2 at 5th level, 3 at 10th level, 4 at 15th level, and 5 at 20th level." + "type": "entries", + "name": "No Good without Evil", + "entries": [ + "Without evil, good cannot exist. Some forces of evil must be allowed, while some forces of good must be struck down if they threaten to overwhelm evil." + ] + }, + { + "type": "entries", + "name": "Travel the Planes", + "entries": [ + "To understand the greater scope of the multiverse's balance, I travel the worlds within it. Remaining in one location causes me to lose perspective." + ] + }, + { + "type": "entries", + "name": "Objectivity", + "entries": [ + "I remain impartial, placing the balance of the multiverse, and thereby everyone in it, over any individual attachment or life." ] } ] }, { - "name": "Martial Inheritance", + "name": "Oath Spells", "source": "UltimateAdventurer", - "page": 129, - "className": "Sorcerer", + "page": 97, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Reincarnated Warrior", + "subclassShortName": "Planes", "subclassSource": "UltimateAdventurer", - "level": 1, - "header": 1, - "weaponProficiencies": [ + "level": 3, + "header": 2, + "entries": [ + "You gain oath spells at the paladin levels listed.", { - "martial|phb": true + "type": "table", + "colLabels": [ + "Paladin Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell alarm}, {@spell detect evil and good}" + ], + [ + "5th", + "{@spell misty step}, {@spell rope trick}" + ], + [ + "9th", + "{@spell blink}, {@spell part and parcel|UltimateAdventurer}" + ], + [ + "13th", + "{@spell banishment}, {@spell dimension door}" + ], + [ + "17th", + "{@spell dispel evil and good}, {@spell teleportation circle}" + ] + ] } - ], - "armorProficiencies": [ + ] + }, + { + "name": "Channel Divinity", + "source": "UltimateAdventurer", + "page": 97, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Planes", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "When you take this oath at 3rd level, you gain the following two Channel Divinity Options.", { - "shield": true + "type": "entries", + "name": "Extradimensional Detention", + "entries": [ + "You can use your Channel Divinity to temporarily trap a foe in an extradimensional space. As an action, you open a portal behind a hostile creature within 5 feet of you that is Large or smaller and attempt to push the creature into it. The target must succeed on a Strength saving throw or be trapped in the extradimensional space for 1 minute, or until you lose {@status Concentration|XPHB} (as though {@status Concentration|XPHB|Concentrating} on a spell). During that time, it still takes its turns as normal, but it is unaffected by and can't affect events in the plane from which it was banished. At the end of each of the creature's turns, it can make a Charisma saving throw, escaping the extradimensional space on a success. When the creature escapes or the duration ends, the portal reopens on the space the creature previously occupied and the creature is expelled into the nearest unoccupied space." + ] + }, + { + "type": "entries", + "name": "Portal Strike", + "entries": [ + "As an action, you can imbue one melee weapon you're holding with the ability to rip through dimensional boundaries, using your Channel Divinity. For 1 minute, your reach with the weapon increases to 30 feet, creating portals through which to strike the target as you attack. The portals close immediately following the attack. As long as you can see the target,attacks you make using the weapon ignore half and three-quarters cover." + ] } - ], - "entries": [ - "Also starting at 1st level, you are supernaturally talented with martial implements. You are proficient with all melee weapons and with shields.", - "Once you reach 2nd level in this class, you can spend 1 sorcery point as a bonus action to make a weapon you're holding a conduit for your magic for 10 minutes or until it leaves your hand. For the duration, you can use the weapon as a spellcasting focus for your sorcerer spells, and it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." ] }, { - "name": "Extra Attack", + "name": "Aura of Dimensionality", "source": "UltimateAdventurer", - "page": 129, - "className": "Sorcerer", + "page": 97, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Reincarnated Warrior", + "subclassShortName": "Planes", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 7, "header": 2, "entries": [ - "Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks." + "Starting at 7th level, you can exert a modicum of influence on the dimensional barriers within 10 feet of you. As a bonus action on your turn, you can use this influence for one of the following abilities:", + { + "type": "entries", + "name": "Passageway", + "entries": [ + "You open linked teleportation portals that remain open until the start of your next turn. Choose two unoccupied spaces on the ground that you can see within the aura. A circular portal, 5 feet in diameter, opens in each space. The portals are two-dimensional, glowing rings that float a few inches in the air and are perpendicular to the ground. A ring is visible from only one side (your choice), which is the side that functions as a portal. Any Medium or smaller creature or object entering the portal exits from the other portal as if the two spaces were adjacent to each other; passing through a portal from the nonportal side has no effect, and Large and larger creatures can't fit through the portal. Ranged attacks can also pass through the portals." + ] + }, + { + "type": "entries", + "name": "Redirection", + "entries": [ + "You prepare yourself to quickly open and then close smaller portals. When a creature you can see within your aura becomes the target of an attack, you can use your reaction to open two portals for the attack to pass through, potentially guiding the attack off target. Make a spell attack roll contested by the result of the triggering attack's roll. If you succeed, you choose a new target for the attack, which must also be within your aura, redirecting the attack through linked portals; you can cause a creature to attack itself this way if it is within your aura. Alternatively if you succeed, you can cause the attack to miss, redirecting it into empty space." + ] + }, + "At 18th level, the range of this aura increases to 30 feet." ] }, { - "name": "Warrior's Resolve", + "name": "Gate Guardian", "source": "UltimateAdventurer", - "page": 129, - "className": "Sorcerer", + "page": 98, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Reincarnated Warrior", + "subclassShortName": "Planes", "subclassSource": "UltimateAdventurer", - "level": 14, + "level": 15, "header": 2, "entries": [ - "Starting at 14th level, when you take damage that reduces you to half your maximum hit points or less, you can use your reaction to regain half of your expended sorcery points. When you do, the damage reduction granted by your Soul of Endurance is doubled for 1 minute.", - "Once you use this feature, you must finish a long rest before you can use it again." + "Starting at 15th level, when an attack, creature, or object you can see would pass through a portal created by the Passageway ability of your Aura of Dimensionality, you can use your reaction to close the portals, preventing the attack, creature, or object from passing through. An attack you prevent from passing through this way automatically misses." ] }, { - "name": "Legendary Prowess", + "name": "Phase Shift", "source": "UltimateAdventurer", - "page": 129, - "className": "Sorcerer", + "page": 98, + "className": "Paladin", "classSource": "PHB", - "subclassShortName": "Reincarnated Warrior", + "subclassShortName": "Planes", "subclassSource": "UltimateAdventurer", - "level": 18, + "level": 20, "header": 2, "entries": [ - "Starting at 18th level, you can use your magic to fuel a furious flurry of strikes. When you take the Attack action on your turn, you can expend up to 5 sorcery points to make an equal number of additional melee weapon attacks as part of that Attack action. Each attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." + "At 20th level, as an action, you can put yourself out of phase with reality, allowing you to open extradimensional portals with ease. For 1 minute, you gain the following benefits:", + { + "type": "list", + "items": [ + "Instead of moving normally on your turn, you can teleport to an unoccupied space you can see within 60 feet of you. If there is a willing creature within 5 feet of you that is your size or smaller, you can bring the creature with you when you teleport this way. You can't use this ability if you are incapacitated or your speed is 0.", + "A creature native to a different plane of existence than the one it currently occupies has disadvantage on attack rolls it makes against you.", + "Once per turn when you hit a creature with a weapon attack, you can force that creature to succeed on a Charisma saving throw against your spell save DC or be banished, as if under the effect of the {@spell banishment} spell, until the start of your next turn." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." ] }, { - "name": "The Archmage", + "name": "Oath of Rebellion", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 99, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Rebellion", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Archmage", - "page": 131, - "level": 1, + "level": 3, + "header": 1, "entries": [ - "Your patron is an incredibly powerful magical practitioner — such as Blackstaff, Elminster, Fistandantilus, Gromphe Baenre, Mordenkainen, or Vecna — one whose skill and strength in the arcane arts has made them tantamount to a god. Such a mage may require minions to aid them in unlocking the great secrets of the multiverse, or perhaps they just need a subject for their eldritch experiments.", - "No matter your patron's motivations, you have convinced them to take you on as an apprentice, being granted access to a modicum of their knowledge and power.", + "The Oath of Rebellion is a righteous commitment to stamp out all tyranny, to uphold the ideals of liberty and free will. Sometimes called torchbearers, mob knights, or riot knights, paladins who swear this oath are champions of the common man, and scourges of all those who would oppress them. They believe that, if it is in the name of ending a dictator's rule, they can engage in any deception, treachery, and violence, proclaiming that freedom for all is worth any stain on their soul.", { "type": "refSubclassFeature", - "subclassFeature": "Expanded Spell List|Warlock||Archmage|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Tenets of Rebellion|Paladin|PHB|Rebellion|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Arcane Apprentice|Warlock||Archmage|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Oath Spells|Paladin|PHB|Rebellion|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Archmage's Excess|Warlock||Archmage|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Channel Divinity|Paladin|PHB|Rebellion|UltimateAdventurer|3|UltimateAdventurer" } - ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/The-Archmage.webp" + ] }, { - "name": "Expanded Spell List", + "name": "Tenets of Rebellion", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 99, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Rebellion", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Archmage", - "page": 131, - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "The Archmage lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "Though specific tenets of the Oath of Rebellion can vary by paladin, the basic intents are the same. Due to the flagrant disregard for societal law and the demand for self-sacrifice in these tenets, most paladins of the Oath of Rebellion are chaotic good in alignment.", + { + "type": "entries", + "name": " Suffer no Tyranny", + "entries": [ + "I recognize tyranny in all its forms, and tolerate none of it. Dictatorship, hypocrisy, and corruption all must be expunged." + ] + }, + { + "type": "entries", + "name": " Ignite the Fire", + "entries": [ + "No single ember can burn a castle to the ground, but many embers combine to create an inferno powerful enough to raze any fortress. I inspire the oppressed to join me in the fight for their freedom." + ] + }, + { + "type": "entries", + "name": " Never Back Down", + "entries": [ + "No matter my own personal suffering or tragedy, I continue forward. I refuse to be struck down without accomplishing my mission." + ] + }, + { + "type": "entries", + "name": " Ends Justify Means", + "entries": [ + "I will engage in murder, deceit, and treachery if it means that innocents can be free. I eat these sins in the name of liberty." + ] + } + ] + }, + { + "name": "Oath Spells", + "source": "UltimateAdventurer", + "page": 99, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Rebellion", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "You gain oath spells at the paladin levels listed.", { "type": "table", "colLabels": [ - "Spell Level", + "Paladin Level", "Spells" ], "colStyles": [ "col-3 text-center", - "col-9" + "col-9 text-left" ], "rows": [ [ - "1st", - "{@spell magic missile}, {@spell shield}" + "3rd", + "{@spell disguise self}, {@spell heroism}" ], [ - "2nd", - "{@spell nystul's magic aura}, {@spell tasha's mind whip|TCE}" + "5th", + "{@spell enhance ability}, {@spell pass without trace}" ], [ - "3rd", - "{@spell leomund's tiny hut}, {@spell melf's minute meteors|XGE}" + "9th", + "{@spell mass healing word}, {@spell nondetection}" ], [ - "4th", - "{@spell mordenkainen's faithful hound}, {@spell otiluke's resilient sphere}" + "13th", + "{@spell freedom of movement}, {@spell mordenkainen's private sanctum}" ], [ - "5th", - "{@spell bigby's hand}, {@spell rary's telepathic bond}" + "17th", + "{@spell passwall}, {@spell seeming}" ] ] } ] }, { - "name": "Arcane Apprentice", - "source": "UltimateAdventurer", - "className": "Warlock", - "classSource": "PHB", - "subclassSource": "UltimateAdventurer", - "subclassShortName": "Archmage", - "page": 131, - "level": 1, - "header": 1, - "armorProficiencies": [ - { - "medium": true, - "shield": true - } - ], - "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", - "entries": [ - "At 1st level, you can choose to use Intelligence, instead of Charisma, as your warlock spellcasting ability. If you choose to use Intelligence, all warlock features and Eldritch Invocations that reference your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature.", - "Additionally, you learn the {@spell detect magic} and {@spell identify} spells. They count as warlock spells for you, and don't count against the number of warlock spells you know. Unless you learn either spell from another source, you can only cast it as a ritual." - ] - }, - { - "name": "Archmage's Excess", + "name": "Channel Divinity", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 99, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Rebellion", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Archmage", - "page": 131, - "level": 1, - "header": 1, - "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp", + "level": 3, + "header": 2, "entries": [ - "Also starting at 1st level, your patron allows you to siphon off their excess reserves of magical power. As an action, you can regain one of your expended warlock spell slots. Once you use this feature, you must finish a long rest before you can use it again." + "When you take this oath at 3rd level, you gain the following two Channel Divinity Options.", + { + "type": "entries", + "name": "Incite Rebellion", + "entries": [ + "As an action, you ignite a fire in the hearts of creatures surrounding you, using your Channel Divinity. Choose any number of other creatures within 30 feet of you that can see or hear you; each target gains temporary hit points equal to your Charisma modifier (minimum 1). Until a target loses all of its temporary hit points, it is immune to being {@condition frightened}, and you have advantage on Charisma checks you make to incite it to action against a tyrant, oppressive state, or similar circumstance." + ] + }, + { + "type": "entries", + "name": "Unbreakable Spirit", + "entries": [ + "When a creature you can see within 30 feet of you is reduced to 0 hit points, you can use your reaction to bolster that creature, using your Channel Divinity. The creature is instead reduced to 1 hit point. It then gains temporary hit points equal to your paladin level, and can rise to its feet if it was {@condition prone}." + ] + } ] }, { - "name": "Eldritch Efficiency", + "name": "Aura of Tenacity", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 100, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Rebellion", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Archmage", - "page": 131, - "level": 6, + "level": 7, "header": 2, - "foundryImg": "icons/skills/melee/shield-block-gray-yellow.webp", "entries": [ - "At 6th level, your patron teaches you how to use your reserves of magical power with greater finesse. As a bonus action, you expend one of your warlock spell slots to gain a number of temporary lower-level warlock spell slots with total level equal to the spell slot expended. For example, if you expend a 3rd-level spell slot this way, you can gain three 1st-level spell slots or one 1st-level and one 2nd-level spell slot.", - "You lose a temporary spell slot when you expend it or when you regain your expended warlock spell slots at the end of a short or long rest." + "Starting at 7th level, when you or a friendly creature within 10 feet of you starts its turn with no more than half its hit points remaining, it gains temporary hit points equal to your Charisma modifier (minimum 1).", + "At 18th level, the range of this aura increases to 30 feet." ] }, { - "name": "Magic Resilience", + "name": "Vive La Résistance", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 100, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Rebellion", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Archmage", - "page": 131, - "level": 10, + "level": 15, "header": 2, - "foundryImg": "icons/equipment/shield/heater-steel-crystal-red.webp", "entries": [ - "Starting at 10th level, when you fail a saving throw you make against a spell or other magical effect, you can choose to succeed instead. If you use this feature to succeed on a saving throw against a spell that allows you to take half damage on a success, you instead take no damage from the spell.", - "Once you use this feature, you must finish a short or long rest before you can use it again." + "At 20th level, as an action, you can become a conduit for the outrage of oppressed peoples throughout the multiverse, gaining the following benefits for 1 minute:", + { + "type": "list", + "items": [ + "You can't be grappled, incapacitated, or restrained, nor can you have your movement reduced in any way, other than by becoming unconscious due to having 0 hit points. If you are subject to one or more of these conditions when you use this feature, the condition immediately ends on you.", + "Once, when you are reduced to 0 hit points, you choose to be reduced to 1 hit point instead. You regain the use of this ability at the start of your next turn.", + "When a creature casts a spell or uses an ability that would frighten or charm you or one of your allies within 30 feet of you, you gain advantage on attack rolls against that creature until the end of your next turn." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." ] }, { - "name": "Archmage Arcanum", + "name": "Avatar of Rebellion", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 100, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Rebellion", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Archmage", - "page": 132, - "level": 14, + "level": 20, "header": 2, - "foundryImg": "icons/magic/light/beam-rays-magenta-large.webp", "entries": [ - "Starting at 14th level, your patron allows you to draw further from their knowledge and magical power. When you finish a long rest, you can choose to replace one of your arcanum spells with a different spell of the same level from either the warlock or wizard spell list. A wizard spell you choose this way counts as a warlock spell for you until you choose to replace it.", - "Additionally, as an action, you can regain the use of your 6th or 7th-level arcanum spell. Once you regain the use of an arcanum spell this way, you must finish a long rest before you can use this ability again." + "At 20th level, as an action, you can put yourself out of phase with reality, allowing you to open extradimensional portals with ease. For 1 minute, you gain the following benefits:", + { + "type": "list", + "items": [ + "Instead of moving normally on your turn, you can teleport to an unoccupied space you can see within 60 feet of you. If there is a willing creature within 5 feet of you that is your size or smaller, you can bring the creature with you when you teleport this way. You can't use this ability if you are incapacitated or your speed is 0.", + "A creature native to a different plane of existence than the one it currently occupies has disadvantage on attack rolls it makes against you.", + "Once per turn when you hit a creature with a weapon attack, you can force that creature to succeed on a Charisma saving throw against your spell save DC or be banished, as if under the effect of the {@spell freedom of movement} spell, until the start of your next turn." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." ] }, { - "name": "The Crone", + "name": "Oath of Unity", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 100, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Unity", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Crone", - "page": 132, - "level": 1, + "level": 3, + "header": 1, "entries": [ - " Your patron is an elder force of the Feywild that veers capriciously between her maternal and destructive instincts. Such a creature smothers those she holds dear with doting attention and rejects those set against her with ruthless cruelty, often vacillating between these extremes seemingly without prompt. You have chosen a spiteful and suffocating patron, one whose nature you find yourself mimicking more and more. Beings of this sort include Aradia, mother of witchcraft; Baba Yaga, the evil woman; and Hecate, queen of witches.", + "Paladins of the Oath of Unity fight for their companions. And in return, it is their companions' faith in them that powers their divine ability. Paladins of the Oath of Unity are never truly alone, not when the hopes and dreams of those around the world are riding on them.", + "Paladins who take this oath are often inspiring leaders and empowering teammates. After all, the more they do to support their companions, the stronger they become.", { "type": "refSubclassFeature", - "subclassFeature": "Expanded Spell List|Warlock||Crone|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Tenets of Unity|Paladin|PHB|Unity|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Bind Coven|Warlock||Crone|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Oath Spells|Paladin|PHB|Unity|UltimateAdventurer|3|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Mother Tongue|Warlock||Crone|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Channel Divinity|Paladin|PHB|Unity|UltimateAdventurer|3|UltimateAdventurer" } - ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/The-Crone.webp" + ] }, { - "name": "Expanded Spell List", + "name": "Tenets of Unity", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 100, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Unity", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Crone", - "page": 132, - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "The Crone lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "The tenets of the Oath of Unity compel paladins to consider how every victory is won not by their own strengths alone but by the joined efforts of their companions and every ally they've made along the way.", + { + "type": "entries", + "name": "Solidarity", + "entries": [ + "Your greatest strength comes in lifting up others." + ] + }, + { + "type": "entries", + "name": "Trust", + "entries": [ + "You trust your companions with your life. You must also be the kind of person they can trust in turn." + ] + }, + { + "type": "entries", + "name": "Teamwork", + "entries": [ + "Your victories do not just belong to you; they belong to everyone who has helped you come this far." + ] + } + ] + }, + { + "name": "Oath Spells", + "source": "UltimateAdventurer", + "page": 101, + "className": "Paladin", + "classSource": "PHB", + "subclassShortName": "Unity", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "You gain oath spells at the paladin levels listed.", { "type": "table", "colLabels": [ - "Spell Level", + "Paladin Level", "Spells" ], "colStyles": [ "col-3 text-center", - "col-9" + "col-9 text-left" ], "rows": [ [ - "1st", - "{@spell cure wounds}, {@spell sleep}" + "3rd", + "{@spell compelled duel}, {@spell heroism}" ], [ - "2nd", - "{@spell blindness/deafness}, {@spell enhance ability}" + "5th", + "{@spell aid}, {@spell enhance ability}" ], [ - "3rd", - "{@spell bestow blessing|UltimateAdventurer}, {@spell bestow curse}" + "9th", + "{@spell beacon of hope}, {@spell haste}" ], [ - "4th", - "{@spell conjure woodland beings}, {@spell locate creature}" + "13th", + "{@spell aura of life}, {@spell quarry's mark|UltimateAdventurer}" ], [ - "5th", - "{@spell contagion}, {@spell hallow}" + "17th", + "{@spell dawn|XGE}, {@spell tale of hope & woe|UltimateAdventurer}" ] ] } ] }, { - "name": "Bind Coven", + "name": "Channel Divinity", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 101, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Unity", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Crone", - "page": 132, - "level": 1, - "header": 1, - "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", + "level": 3, + "header": 2, "entries": [ - "Starting at 1st level, you learn a ritual that allows you to create a coven by mystically binding you and up to 12 other willing creatures of your choice within 30 feet. This ritual takes 1 hour to complete.", - "When you cast a warlock spell, you can choose a willing member of your coven within 120 feet. That member of your coven can use its reaction to deliver the spell as if it had cast the spell, targeting itself if the range of the spell is Self. If the spell requires an attack roll or saving throw, it uses your spell attack or spell save DC. If the spell requires concentration, you must maintain concentration on the spell.", - "If you perform the ritual again, the bonds of your previous coven are destroyed." + "When you take this oath at 3rd level, you gain the following two Channel Divinity Options.", + { + "type": "entries", + "name": "Better Together", + "entries": [ + "When you heal another creature, or cast a spell to grant another creature a bonus such as aid or enhance ability, you can use this Channel Divinity to enhance the first weapon attack you make in the next minute. If that attack hits, it is a critical hit." + ] + }, + { + "type": "entries", + "name": " Spirit Smite", + "entries": [ + "When you deal damage to a creature, you can use your Channel Divinity to call upon your companions to donate energy to the cause. Each creature who can see or hear you can choose to lose a number of hit points in order to deal the same amount of extra radiant damage to the target. The maximum number of hit points a creature can donate is equal to that creature's level or challenge rating (minimum 1)." + ] + } ] }, { - "name": "Mother Tongue", + "name": "Power of Friendship", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 101, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Unity", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Crone", - "page": 132, - "level": 1, - "header": 1, - "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp", + "level": 7, + "header": 2, "entries": [ - "At 1st level, you have the ability to comprehend and verbally communicate with hags and members of your coven even if you don't share a language." + "Starting at 7th level, you thrive with others beside you. When a friendly creature hits a target within 5 feet of you with an attack, you can use your reaction to make a melee weapon attack against the same target." ] }, { - "name": "Bond of Blood", + "name": "One For All", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 101, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Unity", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Crone", - "page": 132, - "level": 6, + "level": 15, "header": 2, - "foundryImg": "icons/skills/melee/sleep-block-gray-yellow.webp", "entries": [ - "At 6th level, when you deliver a spell through a member of your coven that causes a creature to regain hit points or take damage, that member of your coven can choose to sacrifice its own lifeblood to empower the spell. When it does, it rolls and expends a Hit Die, adding the result to the hit points regained or to the damage dealt for one target of the spell." + "At 15th level, you are able to lend your energy to your companions' attacks. When a friendly creature you can see within 30 feet makes an attack against a creature, you can choose to gift your own vitality to enhance the attack. When you do, roll 1d12 and lose hit points equal to the result. The triggering attack deals an equal amount of bonus radiant damage. Once you use this feature, you can't do so again until the start of your next turn." ] }, { - "name": "Bond of Spirit", + "name": "Hopes and Dreams", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 101, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Unity", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Crone", - "page": 132, - "level": 10, + "level": 20, "header": 2, - "foundryImg": "icons/equipment/sleep/heater-steel-crystal-red.webp", "entries": [ - "At 10th level, you gain a special coven spell slot, which is a 5th level spell slot. You or another creature in your coven within 120 feet of you can cast a spell you know of 5th level or lower, expending the coven spell slot to do so. The creature does not need to provide material components for the spell unless those material components have a cost associated with them. It uses your warlock spell save DC and spell attack modifier if relevant and it must maintain concentration on the spell if the spell requires concentration.", - "If you expended your coven spell slot to cast a spell, you regain it when you finish a long rest. If any other member of your coven expended your coven spell slot to cast a spell, you regain it when you finish a short or long rest." + "At 20th level, you can channel the hopes and dreams of those you fight for into a super powered version of yourself. This form looks different for every paladin, whether it manifests as glowing eyes, a change in hair color, or a cloak of stars.", + { + "type": "list", + "items": [ + "When a friendly creature other than you within 60 feet would be reduced to 0 hit points, it is reduced to 10 hit points instead. Each creature can benefit from this ability only once per transformation.", + "You can target any creature you can see within 60 feet of you with your Lay on Hands feature.", + "When you use your Divine Smite feature to deal damage to a target, each creature within 60 feet can use its reaction to make a weapon attack or cast a cantrip with a casting time of 1 action that makes a spell attack against the target." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." ] }, { - "name": "Bond of Flesh", + "name": "Oath of Vigilance", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 101, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Vigilance", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Crone", - "page": 133, - "level": 14, - "header": 2, - "foundryImg": "icons/magic/light/beam-rays-magenta-large.webp", + "level": 3, + "header": 1, "entries": [ - "Starting at 14th level, you can use a bonus action on your turn to chain the resilience of your coven to one another. When you do, you and each member of your coven within 120 feet of you that has at least 1 hit point share a pool of common hit points for 1 minute. This pool of hit points equals the total of all affected coven members' current hit points with maximum hit points equal to the total of all affected coven members' maximum hit points.", - "At the end of the minute, or when the common current hit point pool is reduced to 0 hit points, this effect ends. When the effect ends, each affected coven member's current hit points equals 1 + the remaining current hit points in the pool divided evenly between all coven members." + "Paladins who swear the Oath of Vigilance believe their highest calling is in service to others. Those who swear the Oath of Vigilance devote their lives to finding those worthy of protection and ensuring no harm comes to them. These paladins have as strict a moral code as any other but prize obedience to a righteous master above everything else. To them, any untoward actions taken in protecting their ward is justified.", + { + "type": "refSubclassFeature", + "subclassFeature": "Tenets of Vigilance|Paladin|PHB|Vigilance|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Oath Spells|Paladin|PHB|Vigilance|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Paladin|PHB|Vigilance|UltimateAdventurer|3|UltimateAdventurer" + } ] }, { - "name": "The Icebound", + "name": "Tenets of Vigilance", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 101, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Vigilance", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Icebound", - "page": 134, - "level": 1, + "level": 3, + "header": 2, "entries": [ - "You have made your pact with an entity that rules desolate tundras, ancient glaciers, and frozen mountain peaks, or even a portion of the Frostfell, the Quasi-Elemental Plane of Ice. The magic granted by your patron allows you to call upon the power of inhospitable places where the ice never melts and the frost expands to bury the frozen corpses of those foolish enough to brave its blizzards. Such beings — like Auril the Frostmaiden, the Ice Prince Cryonax, or legendary white dragons like Ingeloakastimizilian, better known as “Icingdeath” — seek to expand their arctic domains to freeze and rule the entirety of the planes they occupy, and will often recruit warlock minions to aid them in their conquest.", + "The tenets of the Oath of Vigilance vary by paladin, but all tenets revolve around protecting and honoring those the paladin deems worthy of their protection. Paladins who uphold these tenets are willing to sacrifice themselves for the sake of that which they safeguard, even abandoning their own dignity if it ultimately protects the name of their ward.", + { + "type": "entries", + "name": "Defend the Greater Good", + "entries": [ + "I place my life in the hands of someone greater than myself. I will defend those I deem morally greater than me to the death." + ] + }, { - "type": "refSubclassFeature", - "subclassFeature": "Expanded Spell List|Warlock||Icebound|UltimateAdventurer|1|UltimateAdventurer" + "type": "entries", + "name": "Absolved by Obedience", + "entries": [ + "My own ability to comprehend is lesser than those I protect. I am absolved of my flaws by strict obedience to their directions." + ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Bonus Cantrips|Warlock||Icebound|UltimateAdventurer|1|UltimateAdventurer" + "type": "entries", + "name": "Honor by Association", + "entries": [ + "I am honored by my relationship with those I protect and, in turn, I must honor them by acting with integrity and respect." + ] }, { - "type": "refSubclassFeature", - "subclassFeature": "Decree of Frost|Warlock||Icebound|UltimateAdventurer|1|UltimateAdventurer" + "type": "entries", + "name": "Humility", + "entries": [ + "When I find someone worthy of protecting I will make their will and life my priority. Through the advancement of their goals will I improve the world and be personally fulfilled." + ] } - ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/The-Icebound.webp" + ] }, { - "name": "Expanded Spell List", + "name": "Oath Spells", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 102, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Vigilance", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Icebound", - "page": 134, - "level": 1, - "header": 1, + "level": 3, + "header": 2, "entries": [ - "The Icebound lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "You gain oath spells at the paladin levels listed.", { "type": "table", "colLabels": [ - "Spell Level", + "Paladin Level", "Spells" ], "colStyles": [ "col-3 text-center", - "col-9" + "col-9 text-left" ], "rows": [ [ - "1st", - "{@spell fog cloud}, {@spell ice knife|XGE}" + "3rd", + "{@spell compelled duel}, {@spell shield of faith}" ], [ - "2nd", - "{@spell gust of wind}, {@spell snilloc's snowball swarm|XGE}" + "5th", + "{@spell aid}, {@spell warding bond}" ], [ - "3rd", - "{@spell sleet storm}, {@spell slow}" + "9th", + "{@spell glyph of warding}, {@spell life transference|XGE}" ], [ - "4th", - "{@spell ice storm}, {@spell otiluke's resilient sphere}" + "13th", + "{@spell duel of destiny|UltimateAdventurer}, {@spell stoneskin}" ], [ - "5th", - "{@spell cone of cold}, {@spell control winds|XGE}" + "17th", + "{@spell hallow}, {@spell wall of force}" ] ] } ] }, { - "name": "Bonus Cantrips", + "name": "Channel Divinity", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 102, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Vigilance", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Icebound", - "page": 134, - "level": 1, - "header": 1, - "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", + "level": 3, + "header": 2, "entries": [ - "At 1st level, you learn the {@spell gust|XGE} and {@spell ray of frost} cantrips. They count as warlock spells for you, but they don't count against your number of cantrips known." + "When you take this oath at 3rd level, you gain the following two Channel Divinity Options.", + { + "type": "entries", + "name": "Safeguard Companion", + "entries": [ + "As an action, you present your holy symbol and speak a prayer of warding, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature gains temporary hit points equal to your Charisma modifier + your paladin level. The creature loses any remaining temporary hit points after 10 minutes. While the creature has temporary hit points from this ability, it gains a +2 bonus to its AC." + ] + }, + { + "type": "entries", + "name": "Vow of Protection", + "entries": [ + "As a bonus action, you can make a promise to safeguard a creature within 10 feet of you, using your Channel Divinity. For 1 minute, all attack rolls against that creature have disadvantage while you remain within 10 feet of it. This effect ends if you drop to 0 hit points or fall {@condition unconscious}" + ] + } ] }, { - "name": "Decree of Frost", + "name": "Tireless Sentinel", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 102, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Vigilance", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Icebound", - "page": 134, - "level": 1, - "header": 1, - "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp", + "level": 7, + "header": 2, "entries": [ - "Also starting at 1st level, you can utter a chilling word to call upon your patron's arctic power. As an action, choose a point you can see within 60 feet of you. You infuse the area in a 10-foot-radius sphere centered on the point with bitter cold. If this radius overlaps with a body of water or similar liquid, the surface freezes up to 1 foot thick, harmlessly shunting creatures that would intersect with this surface to the top of the ice. Each surface within the sphere becomes difficult terrain for each creature other than those you choose. If a creature suffers a critical hit or fails a Dexterity saving throw while affected by this difficult terrain, it slips and falls prone.", - "The sphere remains for 1 minute, after which any ice or frost created by this feature begins to naturally melt. Once you use this feature, you can't use it again until you finish a short or long rest." + "Starting at 7th level, your dedication to protection dissuades your foes from ignoring you. When you hit a creature with an opportunity attack, that creature has disadvantage on attack rolls against creatures other than you until the end of its turn." ] }, { - "name": "Circle of Icicles", + "name": "Soul of Vigilance", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 102, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Vigilance", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Icebound", - "page": 134, - "level": 6, + "level": 15, "header": 2, - "foundryImg": "icons/skills/melee/ice knife|XGE-block-gray-yellow.webp", "entries": [ - "At 6th level, you deepen your connection to your patron, gaining resistance against cold damage and the ability to summon shards of frozen ice. As a bonus action, you can conjure a circle of icicles that point away from you and rotate menacingly around you. The number of icicles is equal to your proficiency bonus. The icicles remain for 1 minute, until they are all expended, or until you use a bonus action to dismiss them.", - "Once on each of your turns when you deal damage with an attack or spell, you can expend and launch a number of the icicles up to half your proficiency bonus at one creature that was dealt damage by the attack or spell. For each icicle, make a melee spell attack against the target. On a hit, the creature takes 1d12 cold damage.", - "Once you conjure icicles with this feature, you can't do so again until you finish a short or long rest." + "Starting at 15th level, your guardianship of those under your Vow of Protection becomes nearly absolute. When you see a creature within 10 feet under your Vow of Protection take damage, you can use your reaction to move to any unoccupied space within 5 feet of the target of your vow and parry the brunt of the attack. When you do, the damage the creature takes is reduced by 1d10 + your Strength modifier + your paladin level." ] }, { - "name": "Aurora Cloak", + "name": "Unflinching Guardian", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 102, + "className": "Paladin", "classSource": "PHB", + "subclassShortName": "Vigilance", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Icebound", - "page": 135, - "level": 10, + "level": 20, "header": 2, - "foundryImg": "icons/equipment/ice knife|XGE/heater-steel-crystal-red.webp", "entries": [ - "Starting at 10th level, when you become the target of an attack but before the attack roll is made, you can use your reaction to sheathe yourself in a cloak of dancing, magical lights. When you do, roll on the following table to determine the cloak's effects.", + "Starting at 20th level, you can assume responsibility for the protection of all your companions. Using your action, you exude a protective aura and focus your will against your enemies for 1 minute.", { - "type": "table", - "colLabels": [ - "{@dice d6}", - "Effects" - ], - "colStyles": [ - "col-1 text-center", - "col-9" - ], - "rows": [ - [ - "1", - "After the attack hits or misses, you become invisible for 1 minute, or until you attack or cast a spell." - ], - [ - "2", - "Your cloak reflects the attack, and the attacking creature instead makes the attack against itself." - ], - [ - "3", - "You can teleport to a location you can see within 30 feet. If you are still within the attack's range after the teleportation, the attacker has disadvantage on the roll; otherwise, the attacker can choose a new target for the attack." - ], - [ - "4", - "You immediately conjure 2 icicles, as though conjured with your Circle of Icicles feature." - ], - [ - "5", - "Until the end of the triggering attacker's turn, you have resistance to one of the damage types dealt by the attack (your choice). On your next turn, the first attack you make creates a phantom replica of the triggering attack, dealing an additional 1d6 damage of the chosen type to the target on a hit." - ], - [ - "6", - "Your cloak attempts to freeze the attacker in ice. The attacker must succeed on a Constitution saving throw against your spell save DC or lose the attack and become restrained until the start of its next turn." - ] + "type": "list", + "items": [ + "When a friendly creature within 30 feet of you takes damage, that damage is reduced by your Charisma modifier (minimum 1).", + "Whenever a creature under your Vow of Protection moves, you can choose to move an equal distance as long as you end the movement within 10 feet of the creature.", + "You gain a special reaction you can use once each turn which you can take to use your Soul of Vigilance feature. You cannot use your reaction and this special reaction on the same turn." ] }, - "You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a short or long rest." - ] - }, - { - "name": "Permafrost Prison", - "source": "UltimateAdventurer", - "className": "Warlock", - "classSource": "PHB", - "subclassSource": "UltimateAdventurer", - "subclassShortName": "Icebound", - "page": 135, - "level": 14, - "header": 2, - "foundryImg": "icons/magic/light/beam-rays-magenta-large.webp", - "entries": [ - "Starting at 14th level, you can call upon your patron's power to encase a creature in magical ice that will never naturally melt. As an action, you cause ice to erupt around a creature you can see within 60 feet of you and attempt to imprison it. The target must succeed on a Dexterity saving throw against your spell save DC or become restrained for 1 minute.", - "A creature restrained by this feature, or a creature within 5 feet of it that isn't restrained, can use its action to attempt to free the restrained creature. It must make a Strength saving throw against your spell save DC. After three successful saving throws, the creature is freed. If the creature remains restrained by the ice for the full minute, the ice seals around its entire body, permanently paralyzing the creature and rendering it unable to breathe, eat, drink, or use any of its senses other than sight until the paralyzed condition ends on it.", - "Once you use this feature, you can't use it again until you finish a short or long rest if the target succeeded on the initial saving throw; otherwise, you can't use this feature again until you finish a long rest." + "Once you use this feature, you can't use it again until you finish a long rest." ] }, { - "name": "The Librarian", + "name": "Arcane Prodigy", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 122, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Arcane Prodigy", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Librarian", - "page": 135, "level": 1, "entries": [ - "You have made a pact with an enigmatic being that collects knowledge above all else. Whether it is a dragon with an unusual hoard, a fiendish purveyor of dark secrets, or the second face of a god of knowledge, your patron desires to know everything — and maybe, so do you. Your pact grants you the chance to learn far beyond your mortal scope, and as long as you seek what your patron does not yet know, such knowledge will remain within your reach.", + "From your first attempt at casting a spell, you displayed an exceptional aptitude for magic. Since that time, the more you tried to learn magic through rote memorization and practiced study, the less your innate talent shone through. Sorcerers who are arcane prodigies eventually discover it's better to let their natural genius guide their magic than relying on an academic understanding. Arcane prodigies don't abandon the attempt to understand magic on a methodical level, but their prodigious talent for spellcasting relies on their unconscious grasp of the mystic laws that underpin all of existence.", { "type": "refSubclassFeature", - "subclassFeature": "Expanded Spell List|Warlock||Librarian|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Alternative Spellcasting Ability|Sorcerer||Arcane Prodigy|UltimateAdventurer|1" }, { "type": "refSubclassFeature", - "subclassFeature": "Sworn Scholar|Warlock||Librarian|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Arcane Magic|Sorcerer||Arcane Prodigy|UltimateAdventurer|1" }, { "type": "refSubclassFeature", - "subclassFeature": "Meticulous Chronicling|Warlock||Librarian|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Rare Genius|Sorcerer||Arcane Prodigy|UltimateAdventurer|1" } ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/The-Librarian.webp" + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Second-Soul.webp" }, { - "name": "Expanded Spell List", + "name": "Alternative Spellcasting Ability", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 123, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Arcane Prodigy", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Librarian", - "page": 135, "level": 1, "header": 1, "entries": [ - "The Librarian lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "When you choose this sorcerous origin at 1st level, you can choose to use Intelligence, instead of Charisma, as your sorcerer spellcasting ability. If you choose to use Intelligence, all sorcerer features and Metamagic options that reference your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature" + ] + }, + { + "name": "Arcane Magic", + "source": "UltimateAdventurer", + "page": 123, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Arcane Prodigy", + "subclassSource": "UltimateAdventurer", + "level": 1, + "header": 1, + "entries": [ + "You learn additional spells when you reach certain levels in this class, as shown on the Arcane Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the wizard spell list.", { "type": "table", + "caption": "Arcane Prodigy Spells", "colLabels": [ - "Spell Level", + "Sorcerer Level", "Spells" ], "colStyles": [ - "col-3 text-center", - "col-9" + "col-2 text-center", + "col-10" ], "rows": [ [ "1st", - "{@spell detect magic}, {@spell identify}" + "{@spell find familiar}" ], [ - "2nd", - "{@spell detect thoughts}, {@spell silence}" + "3rd", + "{@spell misty step}" ], [ - "3rd", - "{@spell detect past|UltimateAdventurer}, {@spell speak with dead}" + "5th", + "{@spell counterspell}" ], [ - "4th", - "{@spell arcane eye}, {@spell divination}" + "7th", + "{@spell arcane eye}" ], [ - "5th", - "{@spell legend lore}, {@spell skill empowerment|XGE}" + "9th", + "{@spell contact other plane}" ] ] } ] }, { - "name": "Sworn Scholar", + "name": "Rare Genius", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 123, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Arcane Prodigy", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Librarian", - "page": 135, "level": 1, "header": 1, "skillProficiencies": [ { - "choose": { - "from": [ - "arcana", - "history", - "nature", - "religion" - ], - "count": 2 - } + "arcana": true } ], - "languageProficiencies": [ + "savingThrowProficiencies": [ { - "any": 1 + "int": true } ], - "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", - "entries": [ - "At 1st level, you can choose to use Intelligence, instead of Charisma, as your warlock spellcasting ability. If you choose to use Intelligence, all warlock features and Eldritch Invocations that reference your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature.", - "In addition, you learn one language of your choice and become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion." - ] - }, - { - "name": "Meticulous Chronicling", - "source": "UltimateAdventurer", - "className": "Warlock", - "classSource": "PHB", - "subclassSource": "UltimateAdventurer", - "subclassShortName": "Librarian", - "page": 136, - "level": 1, - "header": 1, - "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp", "entries": [ - "Also starting at 1st level, you create a grimoire of all knowledge with your patron's guidance. The grimoire weighs 10 lbs and its contents shift depending on the topic you choose to research when opening it.", - "When you finish a rest during which you spent at least 1 hour consulting your grimoire, you can choose any one language and one skill. Until you consult the grimoire again, you can speak, read, and write the chosen language and are proficient in the chosen skill.", - "Additionally, the grimoire contains a wealth of information regarding the process of scribing scrolls. While you have possession of your grimoire, you can create spell scrolls in half the time and at half the cost. In addition, you can create a spell scroll for any spell that is of a level you can cast with your pact magic spell slots, even if you don't know it and the spell isn't on the warlock spell list. You can cast any spell from a spell scroll as if it were on the warlock spell list.", - "If your grimoire is destroyed or lost, you can replace it with 8 hours of writing and 25 gp worth of paper and magical inks. When you do, your old grimoire turns to dust." + "At 1st level, you gain proficiency in the Arcana skill and Intelligence saving throws." ] }, { - "name": "Librarian's Favor", + "name": "Metamagic Prodigy", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 123, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Arcane Prodigy", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Librarian", - "page": 136, "level": 6, "header": 2, - "resist": [ - "thunder" - ], - "foundryImg": "icons/skills/melee/identify-block-gray-yellow.webp", "entries": [ - "Starting at 6th level, your patron's favor allows you to navigate the hallowed silence of halls of knowledge. You gain resistance to thunder damage and can ignore the verbal components of spells you cast." + "At 6th level, you gain a pool of prodigy points equal to half your level in this class. You can spend prodigy points instead of sorcery points to activate Metamagic options. You regain all expended prodigy points when you finish a long rest." ] }, { - "name": "Voracious Learner", + "name": "Dynamic Metamagic", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 123, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Arcane Prodigy", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Librarian", - "page": 136, - "level": 10, + "level": 14, "header": 2, - "foundryImg": "icons/equipment/identify/heater-steel-crystal-red.webp", "entries": [ - "At 10th level, your proficiency bonus is doubled for any ability check you make using the skills you gained proficiency in with your Sworn Scholar and Meticulous Chronicling features.", - "In addition, you can read all written languages. When you read a book, scroll, or other text that would normally take you longer than 1 hour to read completely, it only takes you 1 hour to read it completely" + "At 14th level, you learn an additional Metamagic option of your choice.", + "In addition, when you finish a long rest, you can replace one of your Metamagic options with another Metamagic option of your choice." ] }, { - "name": "Thirst for Knowledge", + "name": "Stroke of Genius", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 123, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Arcane Prodigy", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Librarian", - "page": 136, - "level": 14, + "level": 18, "header": 2, - "foundryImg": "icons/magic/light/beam-rays-magenta-large.webp", "entries": [ - "Starting at 14th level, you can snatch magic out of the air and add it to your personal library. When a creature you can see within 60 feet casts a spell, you can use your reaction to interrupt it. If the spell is 5th level or lower, the spell fails and you immediately scribe a spell scroll containing the spell. If the spell is 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell fails and has no effect.", - "Once you use this feature, you can't do so again until you finish a long rest, unless you expend a use of one of your arcanum spells to use this feature again." + "Starting at 18th level, you experience moments of magical clarity that bring solutions just when you were out of options. You can use a bonus action on your turn to have a flash of magical genius. When you do, you regain all expended prodigy points and one expended spell slot of your choice of 5th level or lower. Once you use this feature, you can't use it again until you finish a long rest." ] }, { - "name": "The Titan", + "name": "Cursed Existence", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 125, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Cursed Existence", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Titan", - "page": 136, "level": 1, "entries": [ - "Your patron is a being of unfathomable size, age, and strength, such as an astral dreadnought, an empyrean, a kraken like Slarkrethel, or a tarrasque. Titans such as these are quasi-deities created by gods, whether through the union of two deities, being manufactured on a divine forge, constituting from blood spilled from a god, or becoming manifested through divine will. Most often, the creators of a titan come to see it as a threat and imprison it with the intention of one day unleashing it on their enemies.", - "A titan who seeks a pact with a warlock is usually one who desires escape from its imprisonment, most often to take vengeance on its creator. However, captivity and solitude may instead cause madness to bloom in the titan, who may seek escape so that it can consume all of existence. In exchange for the breaking of its chains, the titan grants the warlock increased size and strength, often accompanied by its horrible hunger.", - { - "type": "refSubclassFeature", - "subclassFeature": "Expanded Spell List|Warlock||Titan|UltimateAdventurer|1|UltimateAdventurer" - }, + "You or an ancestor were afflicted with a hereditary malediction, a horrible curse designed to cause misery. It may have been a punishment by a god for hubris, the work of a vengeful hag coven, or perhaps the result of a magical accident you happened to be caught in the middle of. No matter how the curse came to afflict you or your family line, you have discovered a method of accessing its powers, using it as a font of magical power.", + "Some who become sorcerers through harnessing the power of their curse have discovered how to entirely suppress their curse's magicks until such time as they want to afflict others with its properties, while others always suffer a modicum of its effects. The most common types of curses are transfigurements, the loss of physical health, and the sapping of fortune.", + "Most people dread the cursed, fearing that the curse will pass to them through association with the afflicted. As a cursed sorcerer, it is your choice whether those fears are confirmed", { "type": "refSubclassFeature", - "subclassFeature": "Gigantic|Warlock||Titan|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Curse Magic|Sorcerer||Cursed Existence|UltimateAdventurer|1" }, { "type": "refSubclassFeature", - "subclassFeature": "Great Hunger|Warlock||Titan|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Vile Affliction|Sorcerer||Cursed Existence|UltimateAdventurer|1" } ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/The-Titan.webp" + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Second-Soul.webp" }, { - "name": "Expanded Spell List", + "name": "Curse Magic", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 125, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Cursed Existence", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Titan", - "page": 137, "level": 1, "header": 1, "entries": [ - "The Titan lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + "You learn additional spells when you reach certain levels in this class, as shown on the Curse Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "When you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the accursed spell list, found in Chapter 3: Classes of the DMsGuild.", { "type": "table", + "caption": "Curse Spells", "colLabels": [ - "Spell Level", + "Sorcerer Level", "Spells" ], "colStyles": [ - "col-3 text-center", - "col-9" + "col-2 text-center", + "col-10" ], "rows": [ [ "1st", - "{@spell absorb elements|XGE}, {@spell earth tremor|XGE}" + "{@spell evil eye|UltimateAdventurer}" ], [ - "2nd", - "{@spell enhance ability}, {@spell enlarge/reduce}" + "3rd", + "{@spell blindness/deafness}" ], [ - "3rd", - "{@spell erupting earth|XGE}, {@spell slow}" + "5th", + "{@spell bestow curse}" ], [ - "4th", - "{@spell giant insect}, {@spell stoneskin}" + "7th", + "{@spell polymorph}" ], [ - "5th", - "{@spell destructive wave}, {@spell giantize|UltimateAdventurer}" + "9th", + "{@spell bestow malediction|UltimateAdventurer}" ] ] } ] }, { - "name": "Gigantic", + "name": "Vile Affliction", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 125, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Cursed Existence", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Titan", - "page": 137, - "level": 1, - "header": 1, - "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", - "entries": [ - "At 1st level, your patron grants you greater size and strength. If you are Medium or smaller, your size permanently increases by one category, multiplying your weight by 8. You choose how your dimensions alter to accommodate your new size and weight. When you gain this feature, your equipment and anything you're wearing or carrying grows to match your new size, but their statistics and value are otherwise unchanged. Each magic item you attune to also grows to accommodate your new size, where applicable, and returns to its normal size if you break your attunement with it.", - "Additionally, you can choose to use Strength, instead of Charisma, as your warlock spellcasting ability. If you choose to use Strength, all warlock features and Eldritch Invocations that reference your Charisma modifier use your Strength modifier instead. You must make this choice when you gain this feature." - ] - }, - { - "name": "Great Hunger", - "source": "UltimateAdventurer", - "className": "Warlock", - "classSource": "PHB", - "subclassSource": "UltimateAdventurer", - "subclassShortName": "Titan", - "page": 137, "level": 1, "header": 1, - "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp", "entries": [ - "Starting at 1st level, your appetite, like your patron's, becomes nigh impossible to satisfy. Your stomach becomes a portal to a demiplane, in which you can store objects. As an action, you can devour an object that is Medium or smaller and store it in the demiplane, or regurgitate an object stored within the demiplane. The objects in your demiplane must have a combined weight in pounds no more than 20 times your warlock level. If you attempt to store an object that would push the total weight beyond this number, you immediately regurgitate it and take 1d8 necrotic damage, which can't be reduced or prevented in any way.", - "The objects within your demiplane can't be accessed or detected by other creatures except through means that would allow them to access or view other planes, such as the {@spell gate} spell.", - "When you die, you regurgitate everything stored within your demiplane." + "At 1st level, you are afflicted with a grievous curse, but you have learned to suffer the curse's effects only when you want to make use of its power. Choose the nature of your curse from the following options.", + { + "type": "entries", + "name": "Mutation", + "entries": [ + "You were once horrifically imbued with monstrous properties, which may have caused a complete transformation or may have only manifested under certain conditions, such as being exposed to the light of a full moon. As an action, you can use the magic of your curse to transform yourself, gaining the following changes:", + { + "type": "list", + "items": [ + "You gain a +1 bonus to each ability check, attack roll, and saving throw you make that uses Strength, Dexterity, or Constitution.", + "You suffer a -1 penalty to each ability check, attack roll, and saving throw you make that uses Intelligence, Wisdom, or Charisma.", + "You have disadvantage on Constitution saving throws you make to maintain {@status Concentration|PHB}.", + "After at least 1 minute has passed, you can end the transformation on yourself as an action." + ] + }, + "When you reach certain levels in this class, both the transformation's bonus and penalty increase: 9th level (+2/-2) and 17th level (+3/-3)." + ] + }, + { + "type": "entries", + "name": "Sickly", + "entries": [ + "Your body was robbed of strength and vitality, causing you to almost constantly be sick and weak. Once during each of your turns when a spell you cast damages a creature that isn't an undead or construct, you can cause the creature's hit point maximum to be reduced by an amount equal to half the damage it took from the spell. It suffers the reduction until it finishes a long rest. When you do, you have disadvantage on Constitution saving throws and can't regain hit points until the end of your next turn." + ] + }, + { + "type": "entries", + "name": "Unlucky", + "entries": [ + "You once suffered misfortune in all aspects of life, in which anything that could go wrong seemed to always do so. When a creature you can see within 60 feet of you makes an ability check or attack roll, you can use your reaction to roll a {@dice d6} and subtract it from the creature's result. When you do, subtract {@dice 1d6} from the next ability check, attack roll, or saving throw you make within the next minute. You can't use this ability again until a minute has passed or you subtract the die from one of your own rolls." + ] + } ] }, { - "name": "Wrath of the Titan", + "name": "Curse Infusion", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 125, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Cursed Existence", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Titan", - "page": 137, "level": 6, "header": 2, - "foundryImg": "icons/skills/melee/earth tremor|XGE-block-gray-yellow.webp", "entries": [ - "Starting at 6th level, once per turn when you hit a creature with a melee attack, you can draw on your patron's strength and mass to cause the attack to deal an additional 2d6 force damage.", - "This force damage increases to 3d6 when you reach 10th level in this class, and to 4d6 when you reach 14th level in this class." + "Starting at 6th level, once during each of your turns when you cause one or more creatures to make a saving throw against a spell you cast, you can spend a number of sorcery points equal to the spell's level (1 sorcery point if the spell is a cantrip), to infuse the spell with the debilitating power of your curse. When you do, choose one ability. Each creature that fails its saving throw against the spell this turn also has disadvantage on the next ability check or attack roll it makes using the chosen ability before the start of your next turn." ] }, { - "name": "Colossal", + "name": "Blessing in Disguise", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 126, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Cursed Existence", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Titan", - "page": 137, - "level": 10, + "level": 14, "header": 2, - "foundryImg": "icons/equipment/earth tremor|XGE/heater-steel-crystal-red.webp", "entries": [ - "At 10th level, your patron gifts you a portion of its incredible resilience. Your hit point maximum increases by 20, and increases by 2 whenever you gain a level in this class.", - "Additionally, whenever you would take damage, you can use your reaction to reduce the damage by half your warlock level." + "At 14th level, you gain an additional benefit based on the curse you chose as your Vile Affliction. Any spell you learn through this feature counts as a sorcerer spell for you.", + { + "type": "entries", + "name": "Mutation", + "entries": [ + "You learn the alter self spell. It doesn't count against the number of sorcerer spells you know, and you can cast it at will, without expending a spell slot." + ] + }, + { + "type": "entries", + "name": "Sickly", + "entries": [ + "You learn the ray of enfeeblement spell. It doesn't count against the number of sorcerer spells you know, and you can cast it at will, without expending a spell slot. Additionally, when you use your Vile Affliction, you can choose for the creature's hit point maximum to be reduced by an amount equal to the damage it took from the spell, instead of by half the damage." + ] + }, + { + "type": "entries", + "name": "Unlucky", + "entries": [ + "You learn the bane spell. It doesn't count against your number of sorcerer spells you know, and you can cast it at will, without expending a spell slot. Additionally, when you use the reaction granted by your Vile Affliction, you can choose to roll a {@dice d10}, instead of a {@dice d6}. If you do, you subtract {@dice 1d10} from your next ability check, attack roll, or saving throw within the next minute, instead of {@dice 1d6}" + ] + } ] }, { - "name": "Swallow Whole", + "name": "Curse Bombardment", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 126, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Cursed Existence", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Titan", - "page": 137, - "level": 14, + "level": 18, "header": 2, - "foundryImg": "icons/magic/light/beam-rays-magenta-large.webp", "entries": [ - "Starting at 14th level, as an action, you can attempt to swallow a creature within 5 feet of you that is your size or smaller. That creature must succeed on a Strength saving throw against your spell save DC or be swallowed into your demiplane. While within your demiplane, the creature is restrained, it can't perceive, affect, or be affected by anything outside your demiplane, and it takes 4d6 acid damage at the start of each of its turns. The creature's weight doesn't count against the maximum weight that can be stored within your demiplane. If the creature dies, the acid dissolves its corpse and you regurgitate all of the objects it was wearing and carrying onto the ground in your space.", - "On its turn, a creature within your demiplane can use its weapons and abilities to target you as though you are visible to it and within 5 feet of it. When you take damage from a creature within your demiplane, you must succeed on a Constitution saving throw with a DC equal to half the damage you took (minimum DC 10) or regurgitate the creature prone into the nearest unoccupied space to you. You also regurgitate the creature prone into the nearest unoccupied space if you fall unconscious or die.", - "Once you use this feature, you must finish a long rest before you can use it again." + "Starting at 18th level, you can flood your enemies with the horrific energies of your curse. As a bonus action, you can spend 5 sorcery points to cause a creature you can see within 30 feet of you to have disadvantage on all saving throws until the end of the turn." ] }, { - "name": "The Great Trickster", + "name": "Greenheart", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 126, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Greenheart", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Great Trickster", - "page": 133, "level": 1, "entries": [ - "You have pledged your allegiance to a spirit of mischief who delights in misdirection and misappropriation. Despite an irredeemable reputation, such patrons are not necessarily evil or even selfish. Some tricksters use pranks to teach others important moral lessons or commit lesser wrongs to serve the greater good. Most, however, are motivated primarily by their own entertainment and self-satisfaction. And selfishness. Beings of this sort include Anansi, Eshu, Huehuecoyotl, Loki, Pan, and Sun Wukong.", + "Born to a dryad parent, infused with the eldritch power of an enchanted forest you were raised in, or influenced by a primal enchantment in your mother's womb, the magic of the natural world runs through you. Unlike druids, you did not choose your connection to the natural world; the natural world chose its connection to you. Greenheart sorcerers often have dark brown and bright green features, and smell of the native flora of their homelands. Sorcerers of this origin are exceptionally resilient and observant of their surroundings.", { "type": "refSubclassFeature", - "subclassFeature": "Spellswipe|Warlock||Great Trickster|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Alternative Spellcasting Ability|Sorcerer||Greenheart|UltimateAdventurer|1" }, { "type": "refSubclassFeature", - "subclassFeature": "Thieves Cant|Warlock||Great Trickster|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Greenheart Magic|Sorcerer||Greenheart|UltimateAdventurer|1" }, { "type": "refSubclassFeature", - "subclassFeature": "Trick is Trade|Warlock||Great Trickster|UltimateAdventurer|1|UltimateAdventurer" + "subclassFeature": "Verdant Soul|Sorcerer||Greenheart|UltimateAdventurer|1" } ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/The-Great Trickster.webp" + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Second-Soul.webp" }, { - "name": "Spellswipe", + "name": "Alternative Spellcasting Ability", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 126, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Greenheart", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Great Trickster", - "page": 133, "level": 1, "header": 1, "entries": [ - "Starting at 1st level, as a reaction when you see a creature within 60 feet of you cast a spell, you can expend a spell slot to try to steal the spell. If the spell slot you expended was equal to or higher than the spell's level, its spell fails and instead produces a momentary harmless sensory effect of your choosing.", - "In addition, you can add the spell to your spell vault. You can have a number of spells in your spell vault equal to your Charisma modifier (minimum 1). If adding a new spell to your spell vault would cause you to exceed this maximum, choose one spell from your spell vault to lose. All spells in your spell vault count as warlock spells you know, and don't count against the number of warlock spells you know.", - "As a final benefit of this feature, you can cast a spell from your spell vault without expending a spell slot. When you do, you lose the spell from your spell vault immediately after you cast it. Once you cast a spell this way, you must finish a long rest before you can do so again." + "When you choose this sorcerous origin at 1st level, you can choose to use Wisdom, instead of Charisma, as your sorcerer spellcasting ability. If you choose to use Wisdom, all sorcerer features and Metamagic options that reference your Charisma ability modifier use your Wisdom modifier instead. You must make this choice when you gain this feature." ] }, { - "name": "Thieves Cant", + "name": "Greenheart Magic", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 126, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Greenheart", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Great Trickster", - "page": 133, "level": 1, "header": 1, - "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", "entries": [ - "Your connection to an entity of mischief personified allows you to understand thieves cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.", - "In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run." + "You learn additional spells when you reach certain levels in this class, as shown on the Greenheart Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the druid spell list.", + { + "type": "table", + "caption": "Greenheart Spells", + "colLabels": [ + "Sorcerer Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1st", + "{@spell goodberry}" + ], + [ + "3rd", + "{@spell spike growth}" + ], + [ + "5th", + "{@spell aura of vitality}" + ], + [ + "7th", + "{@spell guardian of nature|XGE}" + ], + [ + "9th", + "{@spell greater restoration}" + ] + ] + } ] }, { - "name": "Trick is Trade", + "name": "Verdant Soul", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 127, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Greenheart", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Great Trickster", - "page": 133, "level": 1, "header": 1, - "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp", "entries": [ - "Also starting at 1st level, you can use a bonus action on your turn to magically conjure a disguise kit, forgery kit, or thieves' tools. You add your proficiency bonus to ability checks that use the conjured tool kit if you aren't already proficient with it. This tool kit remains until you use this feature again to conjure another tool kit." + "Starting at 1st level, your hit point maximum increases by 2, and increases by 2 again whenever you gain a level in this class.", + "Once you reach 2nd level in this class, when you expend sorcery points you regain 2 hit points for every sorcery point you spent." ] }, { - "name": "Steal Fortune", + "name": "Strength of Oak", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 127, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Greenheart", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Great Trickster", - "page": 134, "level": 6, "header": 2, - "foundryImg": "icons/skills/melee/earth tremor|XGE-block-gray-yellow.webp", "entries": [ - "Starting at 6th level, 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 short or long rest." + "At 6th level, you can tap the endless resilience of the natural world to shake off debilitating effects. After you make a saving throw, but before the DM declares whether it's successful or not, you can use your reaction and spend 1 sorcery point to roll 1d6 and add it to the result." ] }, { - "name": "Skeleton Key", + "name": "Root & Leaf Speech", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 127, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Greenheart", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Great Trickster", - "page": 134, - "level": 10, + "level": 14, "header": 2, - "foundryImg": "icons/equipment/earth tremor|XGE/heater-steel-crystal-red.webp", "entries": [ - "Starting at 10th level, you have advantage on saving throws against being restrained and ability checks made to escape a grapple. Additionally, you can cast the {@spell knock} spell at will, without expending a spell slot." + "At 14th level, you learn the {@spell speak with plants} spell. It is a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.", + "Additionally, you can use an action and spend 3 sorcery points to cast the {@spell speak with plants} spell. When you cast the spell this way, moving through difficult terrain does not cost you extra movement for the duration of the spell." ] }, { - "name": "Two Steps Ahead", + "name": "Greenblood", "source": "UltimateAdventurer", - "className": "Warlock", + "page": 127, + "className": "Sorcerer", "classSource": "PHB", + "subclassShortName": "Greenheart", "subclassSource": "UltimateAdventurer", - "subclassShortName": "Great Trickster", - "page": 134, - "level": 14, + "level": 18, "header": 2, - "foundryImg": "icons/magic/light/beam-rays-magenta-large.webp", "entries": [ - "Starting at 14th level, you can't be surprised. When you roll for initiative, you can use your reaction to position yourself for an ambush. When you do, you gain a +20 bonus to your initiative roll, you have truesight out to a range of 120 feet and turn invisible until the end of your next turn, and can immediately teleport to any unoccupied space within 120 feet. Once you use this feature, you must finish a long rest before you can use it again." + "Starting at 18th level, you can use a bonus action on each of your turns to convert vitality into sorcery points. When you do, reduce your current hit points by 6 and regain 1 expended sorcery point." ] }, { - "name": "Circle of Community", + "name": "Astral Born", "source": "UltimateAdventurer", - "page": 73, - "className": "Druid", + "page": 124, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Community", + "subclassShortName": "Astral Born", "subclassSource": "UltimateAdventurer", - "level": 2, + "level": 1, "entries": [ - "Druids of this circle recognize communication and symbiotic relationships as the most powerful forces in nature. Countless sapient species and monsters, each with their own tradition and culture, have achieved more than they might ever have through cooperation and community. It is this innate sense of togetherness that druids of this circle thrive on. A community is only as strong as its weakest link, and a Druid of Community makes it their goal to empower their companions to survive and thrive as one.", + " As an Astral Born, you draw your magic from the Astral Plane itself, a realm of dreams and thought that borders many others throughout the universe. Perhaps you were conceived in that realm, or your family heirloom is a gem designed to aid astral projection, or you were raised in the vicinity of a planar portal. Regardless of the reason, you find yourself able to tap into the Astral Plane's physics-defying properties to achieve what others can only dream of.", { "type": "refSubclassFeature", - "subclassFeature": "Home Is Where The Hearth Is|Druid||Community|UltimateAdventurer|2" + "subclassFeature": "Metaphysical Being|Sorcerer||Astral Born|UltimateAdventurer|1" }, { "type": "refSubclassFeature", - "subclassFeature": "Voice of the Community|Druid||Community|UltimateAdventurer|2" + "subclassFeature": "Spatial Shift|Sorcerer||Astral Born|UltimateAdventurer|1" } ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Circle-of-the-Community.webp" + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Second-Soul.webp" }, { - "name": "Home Is Where The Hearth Is", + "name": "Metaphysical Being", "source": "UltimateAdventurer", - "page": 73, - "className": "Druid", + "page": 124, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Community", + "subclassShortName": "Astral Born", "subclassSource": "UltimateAdventurer", - "level": 2, + "level": 1, "header": 1, + "resist":[ + "psychic" + ], "entries": [ - "When you choose this circle at 2nd level, you learn the {@spell create bonfire|XGE} cantrip. When you cast this cantrip, it does not require concentration but ends early if you cast it again. If you already know {@spell create bonfire|XGE}, you learn another cantrip of your choice from the druid spell list." + "Starting at 1st level, your physical form has adapted to the dreamlike expanse of the Astral Plane, causing you to shed some of your mortal limitations. You no longer need to eat or drink to sustain yourself and you gain resistance to psychic damage." ] }, { - "name": "Voice of the Community", + "name": "Spatial Shift", "source": "UltimateAdventurer", - "page": 73, - "className": "Druid", + "page": 124, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Community", + "subclassShortName": "Astral Born", "subclassSource": "UltimateAdventurer", - "level": 2, + "level": 1, "header": 1, "entries": [ - "Also starting at 2nd level, you can use your action and expend a use of your Wild Shape to inspire your community to rally together around a common goal. Your rally lasts for 10 minutes and affects you and each creature of your choice within 30 feet that can hear you, but it ends early if you become unconscious or die. When you start a rally, choose one of the following effects:", - { - "type": "entries", - "name": "Prose of Vitality", - "entries": [ - "When you begin the rally, you create a pool of a number of d6s equal to 1 + half your druid level. An affected creature can use its bonus action and expend a die from the pool to roll the die and regain a number of hit points equal to the total." - ] - }, - { - "type": "entries", - "name": "Speech of Urgency", - "entries": [ - "Each affected creature gains a +1 bonus to its AC. Additionally, when an affected creature starts its turn within the rally, it can use its bonus action this turn to take the {@action Disengage|PHB} or {@action Hide|PHB} action." - ] - }, - { - "type": "entries", - "name": "Uproar of Ferocity", - "entries": [ - "Any weapon attack an affected creature makes as part of the {@action Attack|PHB} action scores a critical hit on a roll of 19 or 20 on the {@dice d20}. Additionally, when an affected creature scores a critical hit with a melee weapon attack, it can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit." - ] - } - ] - }, - { - "name": "Circle Spells", - "source": "UltimateAdventurer", - "page": 73, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Community", - "subclassSource": "UltimateAdventurer", - "level": 3, - "header": 2, - "entries": [ - "At 3rd level, you not only empower your community, but are empowered by your community in turn. This sense of a greater communal purpose puts you in touch with nature in a way other druids aren't, and grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Community Spells table.", - "Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", - { - "type": "table", - "caption": "Circle of Community Spells", - "colLabels": [ - "Druid Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "3rd", - "{@spell aid}, {@spell calm emotions}" - ], - [ - "5th", - "{@spell beacon of hope}, {@spell leomund's tiny hut}" - ], - [ - "7th", - "{@spell aura of purity}, {@spell death ward}" - ], - [ - "9th", - "{@spell circle of power}, {@spell rary's telepathic bond}" - ] - ] - } + "Also at 1st level, you channel the strange physics of the Astral Plane to bend space when you use your magic. Once per turn when you hit a creature with a spell attack, you can move it up to 5 feet in any direction.", + "Once you reach 2nd level in this class, you can expend any number of your sorcery points when you use this feature to increase the distance you move the creature by 5 feet for each expended sorcery point." ] }, { - "name": "Community Outreach", + "name": "Planar Retreat", "source": "UltimateAdventurer", - "page": 74, - "className": "Druid", + "page": 124, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Community", + "subclassShortName": "Astral Born", "subclassSource": "UltimateAdventurer", "level": 6, "header": 2, "entries": [ - "Starting at 6th level, when you begin a rally with your Voice of the Community, you can cast {@spell create bonfire|XGE} as part of the same action. When you cast the spell this way, the bonfire can't be placed in an occupied space, and the rally also extends in a 30-foot radius around the bonfire. As a bonus action on your turn while the bonfire persists, you can move the bonfire 60 feet to a different unoccupied space you can see." + "Beginning at 6th level, your connection to the Astral Plane allows you to instinctively retreat there in moments of great danger. When you would take damage, you can use your reaction to shift to a random but safe location in the Astral Plane, negating the damage. At the start of your next turn, you return to your previously occupied space unless it is now occupied, in which case you appear in the nearest unoccupied space to it.", + "Once you use this feature, you can't use it again until you finish a short or long rest." ] }, { - "name": "Encouraging Respite", + "name": "Flight of Mind", "source": "UltimateAdventurer", - "page": 74, - "className": "Druid", + "page": 124, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Community", + "subclassShortName": "Astral Born", "subclassSource": "UltimateAdventurer", - "level": 10, + "level": 14, "header": 2, "entries": [ - "Starting at 10th level, you can create an improvised shelter for you and your community. You can perform a 10 minute ritual, at the end of which a campsite is magically created in a 30 foot radius around you. Choose up to 10 friendly creatures in the radius when the camp appears. The campsite comes with the following effects:", - { - "type": "list", - "items": [ - "The campsite creates a bedroll for you and each of the chosen creatures, as well as 1 gaming set of your choice.", - "If any creature other than one of the chosen creatures enters the campsite, a bell-like sound will ring in the head of you and the chosen creatures, which awakens them if sleeping.", - "The camp and those inside it are impervious to nonmagical weather or climate effects of your choice.", - "Creatures outside the area have disadvantage on ability checks to perceive or find the camp, unless you choose otherwise.", - "The campsite includes 1 meal for you and each of the chosen creatures. Each of these meals provides enough nourishment to sustain a creature for one day." - ] - }, - "The campsite disappears when you dismiss it, when you and each of the chosen creatures are no longer in its radius, or after 8 hours. When it disappears, each object created by this feature disappears and the space returns to its original state before the campsite was made, leaving no trace of your site having been there." + "At 14th level, you gain the ability to fly using only your thoughts, as if you were on the Astral Plane. You have a flying speed equal to your walking speed, and you add a bonus equal to your Charisma modifier to any saving throw or ability check to resist being moved against your will." ] }, { - "name": "Pillar of the Community", + "name": "Astral Storm", "source": "UltimateAdventurer", - "page": 74, - "className": "Druid", + "page": 124, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Community", + "subclassShortName": "Astral Born", "subclassSource": "UltimateAdventurer", - "level": 14, + "level": 18, "header": 2, "entries": [ - "Starting at 14th level, you inspire your community with complex moral stories. When you begin a rally with your Voice of the Community and cast {@spell create bonfire|XGE} as part of the same action, you can imbue your campfire with a different rally effect from the one you chose for yourself. Creatures that are within range of both rallies gain the effect of both. Additionally, when your movement or you moving your bonfire causes a friendly creature to no longer be within the radius of your rally, the creature can use its reaction to move up to its speed. The creature must end this movement within the radius of one of your rallies, if able.", - "If the original bonfire created alongside your rally is destroyed, the next campfire you make with the {@spell create bonfire|XGE} spell can produce either of the rally effects you chose when you began the rally." + "At 18th level, you can use an action to become a conduit to the Astral Plane itself, unleashing a barrage of psychic wind and raw thought. When you do, each creature in a 60-foot cone in front of you must make an Intelligence saving throw against your spell save DC. A target suffers {@dice 6d10} psychic damage on a failure, or half as much damage on a success. If a creature fails the save by 5 or more, it is also stunned for 1 minute as its mind becomes inundated with a deluge of emotions and lost memories. A stunned creature can attempt the saving throw again at the end of each of its turns, ending the effect on itself on a success.", + "Once you use this feature, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use this feature again." ] }, { - "name": "Circle of the Bond", + "name": "Oblex Impostor", "source": "UltimateAdventurer", - "page": 69, - "className": "Druid", + "page": 127, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Bond", + "subclassShortName": "Oblex Impostor", "subclassSource": "UltimateAdventurer", - "level": 2, + "level": 1, "entries": [ - "Druids of the Circle of the Bond feel a greater connection to beasts than they do other sapient life. Many wish to eschew the complexities and complications of living within a society and interacting with humanoids for the quiet simplicity offered by beasts, while others have experienced tragedy or betrayal at the hands of their peers, and seek comfort in an animal companion. Regardless of the reasons you joined this circle, you have formed a magical partnership with a beast, a deep bond that interlocks your minds and souls.", + "For most of your existence, you believed yourself to be a normal humanoid. You may have begun to smell of sulfur that you could never clean off, had more trouble seeing at a distance but greater ease seeing in dark spaces, and discovered that you have a bit more respect for how dangerous fire can be, but otherwise everything seemed normal and everyone around you soon got used to your quirks.", + "One day, though, you were injured and discovered that what lies beneath your false skin is not musculature, bones, or blood, but living slime. You aren't who you believed yourself to be; you're an ooze simulacrum created by an oblex and imbued with the memories and personality of a creature the oblex drained, made for the purpose of hunting the memories of others for the oblex's continued sustenance. After the discovery, you managed to break the tether attaching you to your creator without being destroyed yourself, and have begun exploring the properties of your new form. Your innate magic comes from being a memory-eating ooze, and you may have begun adventuring to take vengeance on your creator or to discover what happened to your original self.", { "type": "refSubclassFeature", - "subclassFeature": "Animal Companion|Druid||Bond|UltimateAdventurer|2" + "subclassFeature": "Oblex Spawn|Sorcerer||Oblex Impostor|UltimateAdventurer|1" }, { "type": "refSubclassFeature", - "subclassFeature": "Companion's Bond|Druid||Bond|UltimateAdventurer|2" + "subclassFeature": "Eat Memories|Sorcerer||Oblex Impostor|UltimateAdventurer|1" } ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Circle-of-the-Bond.webp" + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Second-Soul.webp" }, { - "name": "Animal Companion", + "name": "Oblex Spawn", "source": "UltimateAdventurer", - "page": 69, - "className": "Druid", + "page": 127, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Bond", + "subclassShortName": "Oblex Impostor", "subclassSource": "UltimateAdventurer", - "level": 2, + "level": 1, "header": 1, "entries": [ - "At 2nd level, you learn to use your magic to create a powerful bond with a creature of the natural world. You call forth an animal from the wilderness to serve as your faithful companion. You choose your companion from among the following animals: an {@creature ape}, a {@creature black bear}, a {@creature boar}, a {@creature giant badger}, a {@creature giant weasel}, a {@creature mule}, a {@creature panther}, or a {@creature wolf}.", - "Your animal companion becomes subject to the rules of your Companion's Bond (described below). You can have only one animal companion at a time.", - "If your animal companion has died within the last hour, you can use 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 companion returns to life after 1 minute with all its hit points restored.", - "At the end of a long rest, you can call a new animal companion from among the available options. It is subject to the rules of your Companion's Bond, and you lose your previous animal companion if you have one, the former companion returning to the wilds. You also lose your animal companion if you die." + "Starting at 1st level, you count as being an ooze, in addition to any other creature type you have. You have blindsight to a range of 60 feet, but are blind beyond this radius. If you take fire damage, you can't regain hit points until the end of your next turn." ] }, { - "name": "Companion's Bond", + "name": "Eat Memories", "source": "UltimateAdventurer", - "page": 70, - "className": "Druid", + "page": 128, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Bond", + "subclassShortName": "Oblex Impostor", "subclassSource": "UltimateAdventurer", - "level": 2, + "level": 1, "header": 1, "entries": [ - "Starting at 2nd level, your animal companion changes in the following ways while it is linked to you.", - "The companion loses its Multiattack action, if it has one.", - "The animal companion is friendly to you and your companions, and it obeys your commands. In combat, the companion acts on your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action unless you use an action to telepathically command it to take an action in its stat block or the Help action, or your bonus action to telepathically command it to take any other action. You can't use your action and bonus action to command your animal companion on the same turn. If you are incapacitated, the companion can take any action of its choice, not just Dodge.", - "The weapon attacks in your animal companion's stat block count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If your animal companion has an effect that causes a target to make a saving throw, the effect uses your spell save DC, unless the beast's DC was already higher.", - "If your animal companion is large enough, you can use it as an independent mount, though you still determine its actions (the Mounted Combat rules appear in Chapter 9 of the Player's Handbook).", - "Your animal companion has abilities and game statistics determined in part by your proficiency bonus. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.", - "When the animal companion becomes subject to the rules of this feature, it gains proficiency in two skills of your choice. It also becomes proficient in your choice of Dexterity, Constitution, or Wisdom saving throws, and your choice of Strength, Intelligence, or Charisma saving throws.", - "For each druid level after 2nd, your animal companion gains an additional Hit Die and increases its hit points accordingly.", - { - "type": "inset", - "name": "Keeping Track of Proficiency", - "entries": [ - "When you gain your animal companion at 2nd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion's proficiency bonus improves as well, and is applied to the following areas: Armor Class and damage rolls, as well as to any skills, saving throws, and attacks it's proficient with." - ] - } + "Also starting at 1st level, you can consume the memories of other creatures. As an action, you can attempt to eat the memories of a creature you can see within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. Constructs, oozes, plants, and undead automatically succeed on the saving throw. On a failed save, the creature becomes memory drained until it finishes a short or long rest or until it benefits from a {@spell greater restoration} or {@spell heal} spell.", + "While memory drained, the target must roll a memory drain die — which is a d4 — and subtract the number rolled from any ability check or attack roll it makes. At the end of each of its turns, a memory drained creature can repeat the saving throw, ending the memory drain early for itself on a successful save.", + "Additionally, when you memory drain a creature, you gain the ability to speak, read, and write each language the creature does until you memory drain a different creature. You retain the creature's languages even after the memory drain effect has ended for it.", + "Once you memory drain a creature, you can't use this feature again until you finish a long rest, or until you expend a spell slot to use it again.", + "The memory drain die increases in size when you reach certain levels in this class: to a d6 at 6th level, d8 at 14th level, and d10 at 18th level." ] }, { - "name": "Instinctive Coordination", + "name": "Picky Eater", "source": "UltimateAdventurer", - "page": 70, - "className": "Druid", + "page": 128, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Bond", + "subclassShortName": "Oblex Impostor", "subclassSource": "UltimateAdventurer", "level": 6, "header": 2, "entries": [ - "Starting at 6th level, you can use your bonus action to telepathically command your animal companion to take an action in its stat block or any other action.", - "Additionally, you gain the ability to use the magic of your Wild Shape to affect your animal companion. As a bonus action, you can expend a use of your Wild Shape for one of the following effects. You can end the effect on your turn as a bonus action.", - { - "type": "entries", - "name": "Enlarge", - "entries": [ - "Your animal companion's size increases by one category for a number of hours equal to half your druid level, rounded down. For example, if it was Medium, it becomes Large. It has advantage on Strength ability checks and saving throws for the duration." - ] - }, - { - "type": "entries", - "name": "Heal", - "entries": [ - "Your animal companion can immediately expend any number of its Hit Dice. For each Hit Die expended this way, you roll the die and add your animal companion's Constitution modifier to it. It regains hit points equal to the total." - ] - }, + "Starting at 6th level, when you memory drain a creature, you can spend 2 sorcery points to probe the creature's mind for a specific memory. You learn which skills and tools the creature is proficient in, as well as what spells it knows if any. Choose one of the following effects:", { - "type": "entries", - "name": "Morph", - "entries": [ - "You transform your animal companion into an {@creature ape}, a {@creature black bear}, a {@creature boar}, a {@creature giant badger}, a {@creature giant weasel}, a {@creature mule}, a {@creature panther}, or a {@creature wolf} for a number of hours equal to half your druid level, rounded down. When you do, it retains its hit points, Hit Dice, and personality, and is still subject to all of the rules of Companion's Bond." + "type": "list", + "items": [ + "You specify an event that you believe the creature experienced and that lasted no longer than 10 minutes. If the creature has a memory of the event, you gain the memory as though you lived through it.", + "You gain proficiency in one skill or tool in which the creature is proficient until you use this feature to gain a new proficiency.", + "You learn one spell the creature knows that is of a level you can cast. As long as you know it, it counts as a sorcerer spell for you, and doesn't count against the number of sorcerer spells you know. You lose the spell if you use this feature to learn a new spell." ] } ] }, { - "name": "Primal Bond", + "name": "Sulfurous Clone", "source": "UltimateAdventurer", - "page": 70, - "className": "Druid", + "page": 128, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Bond", + "subclassShortName": "Oblex Impostor", "subclassSource": "UltimateAdventurer", - "level": 10, + "level": 6, "header": 2, "entries": [ - "Starting at 10th level, magic flows freely through the bond you share with your animal companion. Each time you cast a spell of 1st level or higher, choose one of the following benefits for your animal companion:", - { - "type": "list", - "items": [ - "It gains a number of temporary hit points equal to your Wisdom modifier (minimum 1).", - "The first time it hits with an attack before the end of the turn, it gains a bonus to the attack's damage roll equal to your Wisdom modifier (minimum 1)." - ] - } + "Also at 6th level, you learn to manipulate your biology to create slime clones of your own. Over the course of 1 minute, during which you must maintain your concentration (as though concentrating on a spell), you extrude a piece of yourself into an unoccupied space within 5 feet of you. It coalesces into an exact duplicate of yourself or of a Medium or smaller creature who you've memory drained in the last 24 hours. For all practical purposes, this slime clone is you, meaning you occupy your space and its space simultaneously and it uses your statistics. It appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The slime clone moves as you choose during your turn, and you can cast spells, take actions, use reactions, and use your racial traits and class features from the slime clone's position.", + "The slime clone is tethered to you by a strand of slime that can extend up to 120 feet away from your body. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between you and the clone. The clone collapses into a pool of inanimate slime if the tether is severed, you dismiss the clone as an action, or if you drop to 0 hit points or die. When you take damage, you can choose to dismiss the slime clone (no action required).", + "You can't have more than one slime clone at a time." ] }, { - "name": "Instinctive Evolution", + "name": "Gelatinous", "source": "UltimateAdventurer", - "page": 70, - "className": "Druid", + "page": 129, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Bond", + "subclassShortName": "Oblex Impostor", "subclassSource": "UltimateAdventurer", "level": 14, "header": 2, "entries": [ - "Starting at 14th level, when you use the bonus action granted by your Instinctive Coordination, you can instead expend two uses of your Wild Shape for the following effect. You can end the effect on your turn as a bonus action.", - { - "type": "entries", - "name": "Evolve", - "entries": [ - "You transform your animal companion into a beast you've seen before with a challenge rating as high as your druid level divided by 3 for a number of hours up to half your druid level, rounded down. When you do, the transformation follows the rules of your Wild Shape (you ignore the Max. CR column of the Beast Shapes table), though your animal companion is still subject to the rules and benefits of Companion's Bond" - ] - } + "At 14th level, you gain greater control of the ooze that makes up your body. You can move through a space as narrow as 1 inch wide without squeezing.", + "Additionally, whenever your slime clone would take damage, you can use your reaction to dismiss it, preventing you from taking the damage." ] }, { - "name": "Circle of the Branch", + "name": "Elder Oblex", "source": "UltimateAdventurer", - "page": 70, - "className": "Druid", + "page": 129, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Branch", + "subclassShortName": "Oblex Impostor", "subclassSource": "UltimateAdventurer", - "level": 2, + "level": 18, + "header": 2, "entries": [ - "The Circle of the Branch is made up of sages and warriors who believe that the greatest wisdom is found in the stillness of plants, especially long-lived trees. Seeking to achieve a modicum of their groves' enlightenment, these druids magically fuse bark from sacred trees into their flesh, assuming arboreal forms that they use to protect and learn from the ancient forests of the multiverse. Often referred to as barksleeves, these defenders emphasize violence only in defense of self or of primordial grove, preferring the stillness of peace and mutual growth to the tragedy of cutting down something of great potential.", + "Starting at 18th level, you can now have a number of slime clones up to your Charisma modifier (minimum two). When you use the reaction granted by your Gelatinous feature, you can dismiss any number of your slime clones." + ] + }, + { + "name": "Reincarnated Warrior", + "source": "UltimateAdventurer", + "page": 129, + "className": "Sorcerer", + "classSource": "PHB", + "subclassShortName": "Reincarnated Warrior", + "subclassSource": "UltimateAdventurer", + "level": 1, + "entries": [ + "Some legends are so widespread and revered that they will forever live on. Heroic warriors, in particular, capture the hearts and minds of the common folk, spurred by the songs and tales of bards across the world. Whether you know it or not, you are the soul of such a warrior born anew. You have a natural affinity for the tools of battle, and never feel more alive than when your blade is locked against another.", + "Unlike your first life, though, you have an innate magic born of the adoration of generations who have repeated your legend. You can channel this magic through your weapons and combine it with your martial prowess.", + "If you are aware of your reincarnation, a doubt may haunt your thoughts: Why now? Why after all this time have you been given new physical form? Perhaps a new destiny awaits you that requires a legend of your magnitude, and your legacy will ever grow.", { "type": "refSubclassFeature", - "subclassFeature": "Sylvan Warrior|Druid||Branch|UltimateAdventurer|2" + "subclassFeature": "Soul of Endurance|Sorcerer||Reincarnated Warrior|UltimateAdventurer|1" }, { "type": "refSubclassFeature", - "subclassFeature": "Primeval Guardian|Druid||Branch|UltimateAdventurer|2" + "subclassFeature": "Martial Inheritance|Sorcerer||Reincarnated Warrior|UltimateAdventurer|1" } ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Circle-of-the-Branch.webp" + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Second-Soul.webp" }, { - "name": "Sylvan Warrior", + "name": "Soul of Endurance", "source": "UltimateAdventurer", - "page": 70, - "className": "Druid", + "page": 129, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Branch", + "subclassShortName": "Reincarnated Warrior", "subclassSource": "UltimateAdventurer", - "level": 2, + "level": 1, "header": 1, "entries": [ - "When you join this circle at 2nd level, you learn the {@spell shillelagh} cantrip. If you already know it, you instead learn a different druid cantrip of your choice.", - "Additionally, as a bonus action, you can grow thick bark on your forearms and shins. While you have this bark, your Armor Class can't be less than 13 + your Dexterity modifier, and you can use your bark-covered limbs as a natural weapon. You are proficient with this natural weapon, which is a melee weapon that deals 1d4 bludgeoning damage. Your natural weapon is a valid target for the {@spell shillelagh} cantrip. You can revert your forearms and shins to their normal forms as an action on your turn." + "Starting at 1st level, your body and soul sing when you are engaged in battle, granting you immense resilience. You gain the following benefits:", + { + "type": "list", + "items": [ + "While you wear no armor or you are under the effects of the {@spell mage armor} spell, you can use your Charisma modifier, instead of your Dexterity modifier, to calculate your Armor Class. You can use a shield and still gain this benefit.", + "Whenever you would take damage while you are conscious and within 5 feet of a hostile creature, you reduce the amount of damage you take by 1. The reduction increases when you reach certain levels in this class, increasing to 2 at 5th level, 3 at 10th level, 4 at 15th level, and 5 at 20th level." + ] + } ] }, { - "name": "Primeval Guardian", + "name": "Martial Inheritance", "source": "UltimateAdventurer", - "page": 71, - "className": "Druid", + "page": 129, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Branch", + "subclassShortName": "Reincarnated Warrior", "subclassSource": "UltimateAdventurer", - "level": 2, + "level": 1, "header": 1, - "entries": [ - "Starting at 2nd level, you can root yourself into the ground and assume a tree warrior form. As part of casting shillelagh targeting your natural weapon, you can expend a use of your Wild Shape to magically assume this form, which lasts for a number of minutes equal to half your druid level. After this time, you revert to your normal form unless you expend another use of your Wild Shape to renew the duration. The duration ends early, causing you to revert to your normal form, if you fall unconscious, drop to 0 hit points, die, or use your bonus action to end it.", - "You undergo the following changes while in your tree warrior form; otherwise, all of your statistics remain the same:", + "weaponProficiencies": [ { - "type": "list", - "items": [ - "Your size becomes Large, unless it was already larger.", - "Any speed you have becomes 5 feet, unless the speed was lower.", - "Your reach increases to 15 feet.", - "Your natural weapon attacks deal an extra 1d6 damage.", - "You gain temporary hit points at the start of each of your turns equal to half your druid level. When you revert to your normal form, you lose any temporary hit points you have from this feature." - ] + "martial|phb": true } + ], + "armorProficiencies": [ + { + "shield": true + } + ], + "entries": [ + "Also starting at 1st level, you are supernaturally talented with martial implements. You are proficient with all melee weapons and with shields.", + "Once you reach 2nd level in this class, you can spend 1 sorcery point as a bonus action to make a weapon you're holding a conduit for your magic for 10 minutes or until it leaves your hand. For the duration, you can use the weapon as a spellcasting focus for your sorcerer spells, and it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." ] }, { - "name": "Greenspeaker", + "name": "Extra Attack", "source": "UltimateAdventurer", - "page": 71, - "className": "Druid", + "page": 129, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Branch", + "subclassShortName": "Reincarnated Warrior", "subclassSource": "UltimateAdventurer", "level": 6, "header": 2, "entries": [ - "At 6th level, you gain the ability to converse with plants. Plants can understand your speech, and you gain the ability to decipher their rustles and various pollen and oil excretions. Most plants lack the intelligence to convey or understand sophisticated concepts, but a friendly plant can relay what has happened near it recently, or where any edible fruits and vegetables could possibly be found within 1 mile of it. This ability doesn't grant you friendship with plants, though you can combine this ability with gifts or favors as you would any nonplayer character to encourage friendliness." + "Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks." ] }, { - "name": "Extra Attack", + "name": "Warrior's Resolve", "source": "UltimateAdventurer", - "page": 71, - "className": "Druid", + "page": 129, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Branch", + "subclassShortName": "Reincarnated Warrior", "subclassSource": "UltimateAdventurer", - "level": 6, + "level": 14, "header": 2, "entries": [ - "Also starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." + "Starting at 14th level, when you take damage that reduces you to half your maximum hit points or less, you can use your reaction to regain half of your expended sorcery points. When you do, the damage reduction granted by your Soul of Endurance is doubled for 1 minute.", + "Once you use this feature, you must finish a long rest before you can use it again." ] }, { - "name": "Ironwood Warrior", + "name": "Legendary Prowess", "source": "UltimateAdventurer", - "page": 71, - "className": "Druid", + "page": 129, + "className": "Sorcerer", "classSource": "PHB", - "subclassShortName": "Branch", + "subclassShortName": "Reincarnated Warrior", "subclassSource": "UltimateAdventurer", - "level": 10, + "level": 18, "header": 2, "entries": [ - "At 10th level, the bark you grow on your limbs becomes thicker and more resilient. While you have bark from your Sylvan Warrior feature, your Armor Class can't be less than 15 + your Dexterity modifier, and bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3." + "Starting at 18th level, you can use your magic to fuel a furious flurry of strikes. When you take the Attack action on your turn, you can expend up to 5 sorcery points to make an equal number of additional melee weapon attacks as part of that Attack action. Each attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage." ] }, { - "name": "Primeval Champion", + "name": "The Archmage", "source": "UltimateAdventurer", - "page": 72, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Branch", "subclassSource": "UltimateAdventurer", - "level": 14, - "header": 2, + "subclassShortName": "Archmage", + "page": 131, + "level": 1, "entries": [ - "At 14th level, you can spend two uses of your Wild Shape when assuming your tree warrior form to flood it with primordial power. If you do, you gain the following additional benefits while in your tree warrior form for the duration:", + "Your patron is an incredibly powerful magical practitioner — such as Blackstaff, Elminster, Fistandantilus, Gromphe Baenre, Mordenkainen, or Vecna — one whose skill and strength in the arcane arts has made them tantamount to a god. Such a mage may require minions to aid them in unlocking the great secrets of the multiverse, or perhaps they just need a subject for their eldritch experiments.", + "No matter your patron's motivations, you have convinced them to take you on as an apprentice, being granted access to a modicum of their knowledge and power.", { - "type": "list", - "items": [ - "Your size becomes Huge, unless it was already larger. If there isn't enough room to accommodate the full size of your form, you become the maximum size possible in the space available.", - "Your reach increases to 30 feet.", - "Your natural weapon attacks deal a further 1d6 damage, to a total of 2d6 extra damage.", - "When an ally starts its turn within 30 feet of you, it gains temporary hit points equal to half your druid level. A creature other than you must be below half its hit point maximum to benefit from this ability, and this ability has no effect on undead and constructs.", - "The ground within 30 feet of you is difficult terrain for your enemies.", - "Your weapon attacks deal double damage to objects and structures." + "type": "refSubclassFeature", + "subclassFeature": "Expanded Spell List|Warlock||Archmage|UltimateAdventurer|1|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Arcane Apprentice|Warlock||Archmage|UltimateAdventurer|1|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Archmage's Excess|Warlock||Archmage|UltimateAdventurer|1|UltimateAdventurer" + } + ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/The-Archmage.webp" + }, + { + "name": "Expanded Spell List", + "source": "UltimateAdventurer", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "UltimateAdventurer", + "subclassShortName": "Archmage", + "page": 131, + "level": 1, + "header": 1, + "entries": [ + "The Archmage lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell magic missile}, {@spell shield}" + ], + [ + "2nd", + "{@spell nystul's magic aura}, {@spell tasha's mind whip|TCE}" + ], + [ + "3rd", + "{@spell leomund's tiny hut}, {@spell melf's minute meteors|XGE}" + ], + [ + "4th", + "{@spell mordenkainen's faithful hound}, {@spell otiluke's resilient sphere}" + ], + [ + "5th", + "{@spell bigby's hand}, {@spell rary's telepathic bond}" + ] ] } ] }, { - "name": "Circle of Cataclysm", + "name": "Arcane Apprentice", "source": "UltimateAdventurer", - "page": 72, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Cataclysm", "subclassSource": "UltimateAdventurer", - "level": 2, - "entries": [ - "Druids in the Circle of Cataclysm embody the most destructive manifestations of nature's power. Channeling the untamed might of natural catastrophes such as earthquakes, tsunamis, and volcanoes, these spellcasters destroy their enemies with none of the subtlety typical of druids. Members of this circle see themselves as agents of the end times, heralds of ruination, and deliverers of nature's judgment.", + "subclassShortName": "Archmage", + "page": 131, + "level": 1, + "header": 1, + "armorProficiencies": [ { - "type": "refSubclassFeature", - "subclassFeature": "Cataclysmic Font|Druid||Cataclysm|UltimateAdventurer|2" + "medium": true, + "shield": true } ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Circle-of-the-Cataclysm.webp" + "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", + "entries": [ + "At 1st level, you can choose to use Intelligence, instead of Charisma, as your warlock spellcasting ability. If you choose to use Intelligence, all warlock features and Eldritch Invocations that reference your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature.", + "Additionally, you learn the {@spell detect magic} and {@spell identify} spells. They count as warlock spells for you, and don't count against the number of warlock spells you know. Unless you learn either spell from another source, you can only cast it as a ritual." + ] }, { - "name": "Cataclysmic Font", + "name": "Archmage's Excess", "source": "UltimateAdventurer", - "page": 72, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Cataclysm", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Archmage", + "page": 131, + "level": 1, "header": 1, + "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp", "entries": [ - "When you choose this circle at 2nd level, you are infused with the terrible strength of nature. You are a font of destructive energy waiting to be unleashed. You have a pool of cataclysmic energy represented by a number of d4s equal to your druid level.", - "When you cast a druid spell of 1st level or higher that deals damage, you can spend a number of these dice up to the spell's level. When you do, roll the spent dice and add them to the initial damage dealt by the spell.", - "You regain all of the expended dice when you finish a long rest." + "Also starting at 1st level, your patron allows you to siphon off their excess reserves of magical power. As an action, you can regain one of your expended warlock spell slots. Once you use this feature, you must finish a long rest before you can use it again." ] }, { - "name": "Rubble and Ruin", + "name": "Eldritch Efficiency", "source": "UltimateAdventurer", - "page": 72, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Cataclysm", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Archmage", + "page": 131, "level": 6, "header": 2, + "foundryImg": "icons/skills/melee/shield-block-gray-yellow.webp", "entries": [ - "Starting at 6th level, damage from your druid spells is doubled against objects and structures." + "At 6th level, your patron teaches you how to use your reserves of magical power with greater finesse. As a bonus action, you expend one of your warlock spell slots to gain a number of temporary lower-level warlock spell slots with total level equal to the spell slot expended. For example, if you expend a 3rd-level spell slot this way, you can gain three 1st-level spell slots or one 1st-level and one 2nd-level spell slot.", + "You lose a temporary spell slot when you expend it or when you regain your expended warlock spell slots at the end of a short or long rest." ] }, { - "name": "Potent Cantrip", + "name": "Magic Resilience", "source": "UltimateAdventurer", - "page": 72, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Cataclysm", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Archmage", + "page": 131, "level": 10, "header": 2, + "foundryImg": "icons/equipment/shield/heater-steel-crystal-red.webp", "entries": [ - "At 10th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against one of your druid cantrips, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip." + "Starting at 10th level, when you fail a saving throw you make against a spell or other magical effect, you can choose to succeed instead. If you use this feature to succeed on a saving throw against a spell that allows you to take half damage on a success, you instead take no damage from the spell.", + "Once you use this feature, you must finish a short or long rest before you can use it again." ] }, { - "name": "Catastrophic Damage", + "name": "Archmage Arcanum", "source": "UltimateAdventurer", - "page": 72, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Cataclysm", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Archmage", + "page": 132, "level": 14, "header": 2, + "foundryImg": "icons/magic/light/beam-rays-magenta-large.webp", "entries": [ - "At 14th level, when you roll damage for a druid spell, you can use your reaction and expend a use of your Wild Shape to reroll a number of the damage dice up to your Wisdom modifier (minimum 1). You must use the new rolls." + "Starting at 14th level, your patron allows you to draw further from their knowledge and magical power. When you finish a long rest, you can choose to replace one of your arcanum spells with a different spell of the same level from either the warlock or wizard spell list. A wizard spell you choose this way counts as a warlock spell for you until you choose to replace it.", + "Additionally, as an action, you can regain the use of your 6th or 7th-level arcanum spell. Once you regain the use of an arcanum spell this way, you must finish a long rest before you can use this ability again." ] }, { - "name": "Circle of Succulents", + "name": "The Crone", "source": "UltimateAdventurer", - "page": 75, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Succulents", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Crone", + "page": 132, + "level": 1, "entries": [ - "There is one goal for druids of the Circle of Succulents: survive. They don't necessarily aim to defeat unnatural forces in the world, but rather to outlast them, as the toughest plants in nature commonly do. These druids typically hail from warmer climates, where succulents are common.", + " Your patron is an elder force of the Feywild that veers capriciously between her maternal and destructive instincts. Such a creature smothers those she holds dear with doting attention and rejects those set against her with ruthless cruelty, often vacillating between these extremes seemingly without prompt. You have chosen a spiteful and suffocating patron, one whose nature you find yourself mimicking more and more. Beings of this sort include Aradia, mother of witchcraft; Baba Yaga, the evil woman; and Hecate, queen of witches.", { "type": "refSubclassFeature", - "subclassFeature": "Shifting Resources|Druid||Succulents|UltimateAdventurer|2" + "subclassFeature": "Expanded Spell List|Warlock||Crone|UltimateAdventurer|1|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Tough As Nails|Druid||Succulents|UltimateAdventurer|2" + "subclassFeature": "Bind Coven|Warlock||Crone|UltimateAdventurer|1|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Mother Tongue|Warlock||Crone|UltimateAdventurer|1|UltimateAdventurer" } ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Circle-of-the-Succulents.webp" + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/The-Crone.webp" }, { - "name": "Shifting Resources", + "name": "Expanded Spell List", "source": "UltimateAdventurer", - "page": 75, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Succulents", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Crone", + "page": 132, + "level": 1, "header": 1, "entries": [ - "When you choose this circle at 2nd level, you are able to strengthen your wild shape forms with the energy you have stockpiled. When you use your action to wild shape, you can expend Hit Dice to grant your wild shape form temporary hit points. For each Hit Die expended, roll the die and add your Constitution modifier to the result (minimum of 1). You gain temporary hit points equal to the total." + "The Crone lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell cure wounds}, {@spell sleep}" + ], + [ + "2nd", + "{@spell blindness/deafness}, {@spell enhance ability}" + ], + [ + "3rd", + "{@spell bestow blessing|UltimateAdventurer}, {@spell bestow curse}" + ], + [ + "4th", + "{@spell conjure woodland beings}, {@spell locate creature}" + ], + [ + "5th", + "{@spell contagion}, {@spell hallow}" + ] + ] + } ] }, { - "name": "Tough As Nails", + "name": "Bind Coven", "source": "UltimateAdventurer", - "page": 75, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Succulents", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Crone", + "page": 132, + "level": 1, "header": 1, + "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", "entries": [ - "Also at 2nd level, your wild shape forms become as durable as the plants you adore. While you are transformed by Wild Shape, you gain a bonus to your AC equal to half your proficiency bonus.", - "Additionally, your beast forms exhibit sharp needle like barbs. Immediately after a creature makes a melee attack against you, it takes 1d4 piercing damage. This piercing damage is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. This damage increases by 1d4 at 5th level (2d4), 11th level (3d4) and 17th level (4d4)." + "Starting at 1st level, you learn a ritual that allows you to create a coven by mystically binding you and up to 12 other willing creatures of your choice within 30 feet. This ritual takes 1 hour to complete.", + "When you cast a warlock spell, you can choose a willing member of your coven within 120 feet. That member of your coven can use its reaction to deliver the spell as if it had cast the spell, targeting itself if the range of the spell is Self. If the spell requires an attack roll or saving throw, it uses your spell attack or spell save DC. If the spell requires concentration, you must maintain concentration on the spell.", + "If you perform the ritual again, the bonds of your previous coven are destroyed." ] }, { - "name": "Spell Stockpile", + "name": "Mother Tongue", "source": "UltimateAdventurer", - "page": 76, - "className": "Druid", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "UltimateAdventurer", + "subclassShortName": "Crone", + "page": 132, + "level": 1, + "header": 1, + "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp", + "entries": [ + "At 1st level, you have the ability to comprehend and verbally communicate with hags and members of your coven even if you don't share a language." + ] + }, + { + "name": "Bond of Blood", + "source": "UltimateAdventurer", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Succulents", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Crone", + "page": 132, "level": 6, "header": 2, + "foundryImg": "icons/skills/melee/sleep-block-gray-yellow.webp", "entries": [ - "At 6th level, you gain the ability to stockpile resources for a later date. Each time you regain spell slots when you finish a long rest, you can stockpile one spell slot at the highest level you had remaining before the long rest. If the spell slot was higher than 5th level, you stockpile it as a 5th level spell slot. The stockpiled spell slot is lost when you use it to cast a spell or you use this feature to stockpile a new spell slot." + "At 6th level, when you deliver a spell through a member of your coven that causes a creature to regain hit points or take damage, that member of your coven can choose to sacrifice its own lifeblood to empower the spell. When it does, it rolls and expends a Hit Die, adding the result to the hit points regained or to the damage dealt for one target of the spell." ] }, { - "name": "Hard To Kill", + "name": "Bond of Spirit", "source": "UltimateAdventurer", - "page": 76, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Succulents", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Crone", + "page": 132, "level": 10, "header": 2, + "foundryImg": "icons/equipment/sleep/heater-steel-crystal-red.webp", "entries": [ - "At 10th level, your natural resilience extends to the point of defying death. You can go without food, water, and sleep for 30 days at a time without suffering exhaustion or death. Also, when you are reduced to 0 hit points but not killed outright, you can use your reaction and expend a spell slot to drop to a number of hit points equal to 5 x the level of the expended spell slot instead." + "At 10th level, you gain a special coven spell slot, which is a 5th level spell slot. You or another creature in your coven within 120 feet of you can cast a spell you know of 5th level or lower, expending the coven spell slot to do so. The creature does not need to provide material components for the spell unless those material components have a cost associated with them. It uses your warlock spell save DC and spell attack modifier if relevant and it must maintain concentration on the spell if the spell requires concentration.", + "If you expended your coven spell slot to cast a spell, you regain it when you finish a long rest. If any other member of your coven expended your coven spell slot to cast a spell, you regain it when you finish a short or long rest." ] }, { - "name": "Resource Grind", + "name": "Bond of Flesh", "source": "UltimateAdventurer", - "page": 76, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Succulents", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Crone", + "page": 133, "level": 14, "header": 2, + "foundryImg": "icons/magic/light/beam-rays-magenta-large.webp", "entries": [ - "At 14th level, your ability to gather resources accelerates. When you finish a long rest, you replenish all of your Hit Dice instead of half and you can stockpile two of your remaining spell slots instead of one." + "Starting at 14th level, you can use a bonus action on your turn to chain the resilience of your coven to one another. When you do, you and each member of your coven within 120 feet of you that has at least 1 hit point share a pool of common hit points for 1 minute. This pool of hit points equals the total of all affected coven members' current hit points with maximum hit points equal to the total of all affected coven members' maximum hit points.", + "At the end of the minute, or when the common current hit point pool is reduced to 0 hit points, this effect ends. When the effect ends, each affected coven member's current hit points equals 1 + the remaining current hit points in the pool divided evenly between all coven members." ] }, { - "name": "Circle of Spirit", + "name": "The Icebound", "source": "UltimateAdventurer", - "page": 74, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Spirit", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Icebound", + "page": 134, + "level": 1, "entries": [ - "Druids of the Circle of Spirit are the shamans and spirit-talkers of the Old Faith. While other druids turn their focus to the emulation of the natural world or beasts, shamans learn to commune with the spirits and ethereal beings that remain hidden from mortal senses. Not satisfied by merely peering into the invisible realm, shamans learn to call spirits from it, channeling their power and using it as their own.", + "You have made your pact with an entity that rules desolate tundras, ancient glaciers, and frozen mountain peaks, or even a portion of the Frostfell, the Quasi-Elemental Plane of Ice. The magic granted by your patron allows you to call upon the power of inhospitable places where the ice never melts and the frost expands to bury the frozen corpses of those foolish enough to brave its blizzards. Such beings — like Auril the Frostmaiden, the Ice Prince Cryonax, or legendary white dragons like Ingeloakastimizilian, better known as “Icingdeath” — seek to expand their arctic domains to freeze and rule the entirety of the planes they occupy, and will often recruit warlock minions to aid them in their conquest.", { "type": "refSubclassFeature", - "subclassFeature": "Shamanic Vision|Druid||Spirit|UltimateAdventurer|2" + "subclassFeature": "Expanded Spell List|Warlock||Icebound|UltimateAdventurer|1|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Spirit Door|Druid||Spirit|UltimateAdventurer|2" + "subclassFeature": "Bonus Cantrips|Warlock||Icebound|UltimateAdventurer|1|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Decree of Frost|Warlock||Icebound|UltimateAdventurer|1|UltimateAdventurer" } ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Circle-of-the-Spirit.webp" - }, - { - "name": "Shamanic Vision", - "source": "UltimateAdventurer", - "page": 74, - "className": "Druid", - "classSource": "PHB", - "subclassShortName": "Spirit", - "subclassSource": "UltimateAdventurer", - "level": 2, - "header": 1, - "entries": [ - "Starting at 2nd level, you gain proficiency with the Perception skill if you don't already have it.", - "In addition, you can use an action to attune yourself to the invisible world. When you do so, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. This shamanic sight remains for 1 minute. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest." - ] + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/The-Icebound.webp" }, { - "name": "Spirit Door", + "name": "Expanded Spell List", "source": "UltimateAdventurer", - "page": 74, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Spirit", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Icebound", + "page": 134, + "level": 1, "header": 1, "entries": [ - "Starting at 2nd level, you can use a bonus action and expend a use of your Wild Shape to channel a spirit of your choice for a number of hours equal to half your druid level (rounded down). While you channel the spirit, you gain its corresponding benefits and its spells count as druid spells for you based on your level.", - { - "type": "entries", - "name": "Chieftain", - "entries": [ - "You can add half your proficiency bonus, rounded down, to any {@skill Persuasion}, {@skill Insight}, and {@skill History} ability checks you make that don't already include your proficiency bonus." - ] - }, - { - "type": "entries", - "name": "Warrior", - "entries": [ - "You can add half your proficiency bonus, rounded down, to any {@skill Athletics}, {@skill Acrobatics}, and {@skill Intimidation} ability checks you make that don't already include your proficiency bonus." - ] - }, - { - "type": "entries", - "name": "Trickster", - "entries": [ - "You can add half your proficiency bonus, rounded down, to any {@skill Deception}, {@skill Sleight of Hand}, and {@skill Stealth} ability checks you make that don't already include your proficiency bonus." - ] - }, + "The Icebound lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", { "type": "table", - "caption": "Chieftain Spirit's Spells", "colLabels": [ - "Druid Level", + "Spell Level", "Spells" ], "colStyles": [ - "col-2 text-center", - "col-10" + "col-3 text-center", + "col-9" ], "rows": [ [ - "2nd", - "{@spell command}, {@spell heroism}" - ], - [ - "3rd", - "{@spell calm emotions}, {@spell zone of truth}" - ], - [ - "5th", - "{@spell spirit guardians}, {@spell tongues}" - ], - [ - "7th", - "{@spell aura of life}, {@spell aura of purity}" + "1st", + "{@spell fog cloud}, {@spell ice knife|XGE}" ], - [ - "9th", - "{@spell dream}, {@spell tale of hope & woe|UltimateAdventurer}" - ] - ] - }, - { - "type": "table", - "caption": "Warrior Spirit's Spells", - "colLabels": [ - "Druid Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ [ "2nd", - "{@spell ensnaring strike}, {@spell wrathful smite}" + "{@spell gust of wind}, {@spell snilloc's snowball swarm|XGE}" ], [ "3rd", - "{@spell magic weapon}, {@spell warding bond}" - ], - [ - "5th", - "{@spell fear}, {@spell elemental weapon}" - ], - [ - "7th", - "{@spell death ward}, {@spell staggering smite}" - ], - [ - "9th", - "{@spell primordial weapon|UltimateAdventurer}, {@spell steel wind strike|XGE}" - ] - ] - }, - { - "type": "table", - "caption": "Trickster Spirit's Spells", - "colLabels": [ - "Druid Level", - "Spells" - ], - "colStyles": [ - "col-2 text-center", - "col-10" - ], - "rows": [ - [ - "2nd", - "{@spell disguise self}, {@spell tasha's hideous laughter}" + "{@spell sleet storm}, {@spell slow}" ], [ - "3rd", - "{@spell invisibility}, {@spell suggestion}" + "4th", + "{@spell ice storm}, {@spell otiluke's resilient sphere}" ], [ "5th", - "{@spell major image}, {@spell nondetection}" - ], - [ - "7th", - "{@spell confusion}, {@spell greater invisibility}" - ], - [ - "9th", - "{@spell mislead}, {@spell modify memory}" + "{@spell cone of cold}, {@spell control winds|XGE}" ] ] } ] }, { - "name": "Spirit Walks With You", + "name": "Bonus Cantrips", "source": "UltimateAdventurer", - "page": 75, - "className": "Druid", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "UltimateAdventurer", + "subclassShortName": "Icebound", + "page": 134, + "level": 1, + "header": 1, + "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", + "entries": [ + "At 1st level, you learn the {@spell gust|XGE} and {@spell ray of frost} cantrips. They count as warlock spells for you, but they don't count against your number of cantrips known." + ] + }, + { + "name": "Decree of Frost", + "source": "UltimateAdventurer", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "UltimateAdventurer", + "subclassShortName": "Icebound", + "page": 134, + "level": 1, + "header": 1, + "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp", + "entries": [ + "Also starting at 1st level, you can utter a chilling word to call upon your patron's arctic power. As an action, choose a point you can see within 60 feet of you. You infuse the area in a 10-foot-radius sphere centered on the point with bitter cold. If this radius overlaps with a body of water or similar liquid, the surface freezes up to 1 foot thick, harmlessly shunting creatures that would intersect with this surface to the top of the ice. Each surface within the sphere becomes difficult terrain for each creature other than those you choose. If a creature suffers a critical hit or fails a Dexterity saving throw while affected by this difficult terrain, it slips and falls prone.", + "The sphere remains for 1 minute, after which any ice or frost created by this feature begins to naturally melt. Once you use this feature, you can't use it again until you finish a short or long rest." + ] + }, + { + "name": "Circle of Icicles", + "source": "UltimateAdventurer", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Spirit", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Icebound", + "page": 134, "level": 6, "header": 2, + "foundryImg": "icons/skills/melee/ice knife|XGE-block-gray-yellow.webp", "entries": [ - "Starting at 6th level, you can use a bonus action to use your Spirit Door feature without expending a use of your Wild Shape. When you do, you regain your highest level expended spell slot of 5th level or lower. Once you use this feature, you can't use it again until you finish a long rest." + "At 6th level, you deepen your connection to your patron, gaining resistance against cold damage and the ability to summon shards of frozen ice. As a bonus action, you can conjure a circle of icicles that point away from you and rotate menacingly around you. The number of icicles is equal to your proficiency bonus. The icicles remain for 1 minute, until they are all expended, or until you use a bonus action to dismiss them.", + "Once on each of your turns when you deal damage with an attack or spell, you can expend and launch a number of the icicles up to half your proficiency bonus at one creature that was dealt damage by the attack or spell. For each icicle, make a melee spell attack against the target. On a hit, the creature takes 1d12 cold damage.", + "Once you conjure icicles with this feature, you can't do so again until you finish a short or long rest." ] }, { - "name": "Invisible World Attunement", + "name": "Aurora Cloak", "source": "UltimateAdventurer", - "page": 75, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Spirit", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Icebound", + "page": 135, "level": 10, "header": 2, + "foundryImg": "icons/equipment/ice knife|XGE/heater-steel-crystal-red.webp", "entries": [ - "Starting at 10th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.", - "Additionally, when a creature attacks you, your inability to see it doesn't grant it advantage on the attack roll." + "Starting at 10th level, when you become the target of an attack but before the attack roll is made, you can use your reaction to sheathe yourself in a cloak of dancing, magical lights. When you do, roll on the following table to determine the cloak's effects.", + { + "type": "table", + "colLabels": [ + "{@dice d6}", + "Effects" + ], + "colStyles": [ + "col-1 text-center", + "col-9" + ], + "rows": [ + [ + "1", + "After the attack hits or misses, you become invisible for 1 minute, or until you attack or cast a spell." + ], + [ + "2", + "Your cloak reflects the attack, and the attacking creature instead makes the attack against itself." + ], + [ + "3", + "You can teleport to a location you can see within 30 feet. If you are still within the attack's range after the teleportation, the attacker has disadvantage on the roll; otherwise, the attacker can choose a new target for the attack." + ], + [ + "4", + "You immediately conjure 2 icicles, as though conjured with your Circle of Icicles feature." + ], + [ + "5", + "Until the end of the triggering attacker's turn, you have resistance to one of the damage types dealt by the attack (your choice). On your next turn, the first attack you make creates a phantom replica of the triggering attack, dealing an additional 1d6 damage of the chosen type to the target on a hit." + ], + [ + "6", + "Your cloak attempts to freeze the attacker in ice. The attacker must succeed on a Constitution saving throw against your spell save DC or lose the attack and become restrained until the start of its next turn." + ] + ] + }, + "You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a short or long rest." ] }, { - "name": "Ethereal Body", + "name": "Permafrost Prison", "source": "UltimateAdventurer", - "page": 75, - "className": "Druid", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Spirit", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Icebound", + "page": 135, "level": 14, "header": 2, + "foundryImg": "icons/magic/light/beam-rays-magenta-large.webp", "entries": [ - "Starting at 14th level, you can use your action to cast the {@spell etherealness} spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest." + "Starting at 14th level, you can call upon your patron's power to encase a creature in magical ice that will never naturally melt. As an action, you cause ice to erupt around a creature you can see within 60 feet of you and attempt to imprison it. The target must succeed on a Dexterity saving throw against your spell save DC or become restrained for 1 minute.", + "A creature restrained by this feature, or a creature within 5 feet of it that isn't restrained, can use its action to attempt to free the restrained creature. It must make a Strength saving throw against your spell save DC. After three successful saving throws, the creature is freed. If the creature remains restrained by the ice for the full minute, the ice seals around its entire body, permanently paralyzing the creature and rendering it unable to breathe, eat, drink, or use any of its senses other than sight until the paralyzed condition ends on it.", + "Once you use this feature, you can't use it again until you finish a short or long rest if the target succeeded on the initial saving throw; otherwise, you can't use this feature again until you finish a long rest." ] }, { - "name": "The Grey Guild", + "name": "The Librarian", "source": "UltimateAdventurer", - "page": 141, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Grey Guild", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Librarian", + "page": 135, + "level": 1, "entries": [ - "Wizards of the Grey Guild arcane tradition eschew a focus on one specific school of magic in favor of an arcane specialty in duplicity and espionage. In some worlds, all wizards of this tradition belong to one organization with its own overarching goals and schemes while in others, the Grey Guild is a methodology used by individual wizards and arcane organizations in competition with one another. Regardless of which is the case in your world, wizards of the Grey Guild have a bad reputation amongst wizards of other traditions given their proclivity for hoarding magical secrets from other spellcasters.", + "You have made a pact with an enigmatic being that collects knowledge above all else. Whether it is a dragon with an unusual hoard, a fiendish purveyor of dark secrets, or the second face of a god of knowledge, your patron desires to know everything — and maybe, so do you. Your pact grants you the chance to learn far beyond your mortal scope, and as long as you seek what your patron does not yet know, such knowledge will remain within your reach.", { "type": "refSubclassFeature", - "subclassFeature": "Grimoire Codex|Wizard||Grey Guild|UltimateAdventurer|2" + "subclassFeature": "Expanded Spell List|Warlock||Librarian|UltimateAdventurer|1|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Bonus Proficiencies|Wizard||Grey Guild|UltimateAdventurer|2" + "subclassFeature": "Sworn Scholar|Warlock||Librarian|UltimateAdventurer|1|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Encoded Speech|Wizard||Grey Guild|UltimateAdventurer|2" + "subclassFeature": "Meticulous Chronicling|Warlock||Librarian|UltimateAdventurer|1|UltimateAdventurer" } ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Order-of-the-Grey Guild.webp" + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/The-Librarian.webp" }, { - "name": "Grimoire Codex", + "name": "Expanded Spell List", "source": "UltimateAdventurer", - "page": 141, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Grey Guild", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Librarian", + "page": 135, + "level": 1, "header": 1, "entries": [ - "Beginning when you select this school at 2nd level, you translate your spellbook into a code only you can understand. When you add additional spells to your spellbook, they are encoded as well. Other wizards cannot copy spells from your spellbook unless you assist them by translating your writing out of this coded language." + "The Librarian lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell detect magic}, {@spell identify}" + ], + [ + "2nd", + "{@spell detect thoughts}, {@spell silence}" + ], + [ + "3rd", + "{@spell detect past|UltimateAdventurer}, {@spell speak with dead}" + ], + [ + "4th", + "{@spell arcane eye}, {@spell divination}" + ], + [ + "5th", + "{@spell legend lore}, {@spell skill empowerment|XGE}" + ] + ] + } ] }, { - "name": "Bonus Proficiencies", + "name": "Sworn Scholar", "source": "UltimateAdventurer", - "page": 141, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Grey Guild", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Librarian", + "page": 135, + "level": 1, "header": 1, "skillProficiencies": [ { "choose": { "from": [ - "deception", - "insight", - "investigation", - "perception", - "sleight of hand", - "stealth" + "arcana", + "history", + "nature", + "religion" ], "count": 2 } } ], + "languageProficiencies": [ + { + "any": 1 + } + ], + "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", "entries": [ - "At 2nd level, you gain proficiency in two of the following skills of your choice: Deception, Insight, Investigation, Perception, Sleight of Hand, or Stealth." + "At 1st level, you can choose to use Intelligence, instead of Charisma, as your warlock spellcasting ability. If you choose to use Intelligence, all warlock features and Eldritch Invocations that reference your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature.", + "In addition, you learn one language of your choice and become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion." ] }, { - "name": "Encoded Speech", + "name": "Meticulous Chronicling", "source": "UltimateAdventurer", - "page": 141, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Grey Guild", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Librarian", + "page": 136, + "level": 1, "header": 1, + "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp", "entries": [ - "Also starting at 2nd level, you can use a bonus action on your turn to magically encode your speech for 10 minutes. When you do, choose a number of creatures you can see up to your Intelligence modifier + your wizard level. Chosen creatures understand the encoded messages within your speech.", - "All other creatures hear you speaking about a subject of your choice and can make a Wisdom saving throw against your spell save DC. On a success, a creature suspects you are speaking code but doesn't understand the message. On a failure, it is clueless to your subterfuge.", - "Once you use this feature, you must finish a short or long rest to use it again." + "Also starting at 1st level, you create a grimoire of all knowledge with your patron's guidance. The grimoire weighs 10 lbs and its contents shift depending on the topic you choose to research when opening it.", + "When you finish a rest during which you spent at least 1 hour consulting your grimoire, you can choose any one language and one skill. Until you consult the grimoire again, you can speak, read, and write the chosen language and are proficient in the chosen skill.", + "Additionally, the grimoire contains a wealth of information regarding the process of scribing scrolls. While you have possession of your grimoire, you can create spell scrolls in half the time and at half the cost. In addition, you can create a spell scroll for any spell that is of a level you can cast with your pact magic spell slots, even if you don't know it and the spell isn't on the warlock spell list. You can cast any spell from a spell scroll as if it were on the warlock spell list.", + "If your grimoire is destroyed or lost, you can replace it with 8 hours of writing and 25 gp worth of paper and magical inks. When you do, your old grimoire turns to dust." ] }, { - "name": "Arcane Occultation", + "name": "Librarian's Favor", "source": "UltimateAdventurer", - "page": 141, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Grey Guild", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Librarian", + "page": 136, "level": 6, "header": 2, + "resist": [ + "thunder" + ], + "foundryImg": "icons/skills/melee/identify-block-gray-yellow.webp", "entries": [ - "Starting at 6th level, the Weave intervenes in the minds of others to obscure your comings and goings. When you interact with a humanoid for 10 minutes or less, you can choose to force the creature to make an Intelligence saving throw against your spell save DC. Creatures who already know you personally have advantage on this saving throw. On a failure, the creature forgets all the details of the interaction as soon as it is over, including your identity and any of your identifying characteristics." + "Starting at 6th level, your patron's favor allows you to navigate the hallowed silence of halls of knowledge. You gain resistance to thunder damage and can ignore the verbal components of spells you cast." ] }, { - "name": "Conspiracy of One", + "name": "Voracious Learner", "source": "UltimateAdventurer", - "page": 142, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Grey Guild", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Librarian", + "page": 136, "level": 10, "header": 2, + "foundryImg": "icons/equipment/identify/heater-steel-crystal-red.webp", "entries": [ - "By 10th level, you have learned to trust no one but yourself. That would pose a problem for the agents of the Grey Guild except that they learn to form a conspiracy of one. As an action, you can expend a spell slot to create a number of conspirators equal to the level of the spell slot expended. Each conspirator appears in its own unoccupied space within 30 feet of you.", - "Conspirators are indistinguishable from one another and from you. Each conspirator has your Armor Class, saving throw proficiencies, and other attributes but evaporates into shadows and spiderwebs when it takes any damage. It is immune to all conditions. When you take an action, you can choose to take it as if you occupied the same space as any one of your conspirators.", - "While you have one or more conspirators, you can use a bonus action to swap places via teleportation with a conspirator of your choice who is on the same plane as you. As an action, you can sense through a chosen conspirator's senses indefinitely until you choose to end the ability or the conspirator is destroyed. Your conspirators have the same senses as you. While you are sensing through a conspirator, you are blind and deaf in regard to your own senses.", - "After an hour, or 8 hours if you expended a spell slot of 6th level or higher to create your conspirators, all remaining conspirators are destroyed. Whenever a conspirator is destroyed or evaporates into shadows and spiderwebs, you can use a reaction immediately after to teleport to the nearest unoccupied space closest to where the conspirator was.", - "Once you use this feature, you must finish a long rest before you can do so again." + "At 10th level, your proficiency bonus is doubled for any ability check you make using the skills you gained proficiency in with your Sworn Scholar and Meticulous Chronicling features.", + "In addition, you can read all written languages. When you read a book, scroll, or other text that would normally take you longer than 1 hour to read completely, it only takes you 1 hour to read it completely" ] }, { - "name": "Ethereal Infiltrator", + "name": "Thirst for Knowledge", "source": "UltimateAdventurer", - "page": 142, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Grey Guild", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Librarian", + "page": 136, "level": 14, "header": 2, + "foundryImg": "icons/magic/light/beam-rays-magenta-large.webp", "entries": [ - "Starting at 14th level, while you are in dim light or darkness, you can move through creatures and objects. If you end your turn inside a creature or object, you take 1d10 force damage for each 5 feet between you and the nearest unoccupied space, then you teleport to that space." + "Starting at 14th level, you can snatch magic out of the air and add it to your personal library. When a creature you can see within 60 feet casts a spell, you can use your reaction to interrupt it. If the spell is 5th level or lower, the spell fails and you immediately scribe a spell scroll containing the spell. If the spell is 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell fails and has no effect.", + "Once you use this feature, you can't do so again until you finish a long rest, unless you expend a use of one of your arcanum spells to use this feature again." ] }, { - "name": "School of Fundamentals", + "name": "The Titan", "source": "UltimateAdventurer", - "page": 142, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Fundamentals", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Titan", + "page": 136, + "level": 1, "entries": [ - "The School of Fundamentals is comprised of wizards who believe that the greatest mages are those who have mastered the foundations. While other schools delve into study of a particular type of spell, you have focused your efforts on the building blocks of spellcasting: cantrips. Detractors of this school mock the fundamentalists as those who waste their time with the minutiae of spells that the most inexperienced of apprentices could cast. You know, however, that the ability to cast a spell shares little in common with the mastery required to cast it with precision and potency.", - "As a fundamentalist wizard, you give cantrips the respect that is their due, studying their every detail and fine tuning every aspect of their components as though they are 9th-level spells. You add them to your spellbook and prepare them like other wizards would only with their leveled spells, knowing that the perfection of these seemingly rudimentary techniques will lead to greater heights than the other schools could ever imagine.", + "Your patron is a being of unfathomable size, age, and strength, such as an astral dreadnought, an empyrean, a kraken like Slarkrethel, or a tarrasque. Titans such as these are quasi-deities created by gods, whether through the union of two deities, being manufactured on a divine forge, constituting from blood spilled from a god, or becoming manifested through divine will. Most often, the creators of a titan come to see it as a threat and imprison it with the intention of one day unleashing it on their enemies.", + "A titan who seeks a pact with a warlock is usually one who desires escape from its imprisonment, most often to take vengeance on its creator. However, captivity and solitude may instead cause madness to bloom in the titan, who may seek escape so that it can consume all of existence. In exchange for the breaking of its chains, the titan grants the warlock increased size and strength, often accompanied by its horrible hunger.", { "type": "refSubclassFeature", - "subclassFeature": "Cantrip Savant|Wizard||Fundamentals|UltimateAdventurer|2" + "subclassFeature": "Expanded Spell List|Warlock||Titan|UltimateAdventurer|1|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Augmented Fundamentals|Wizard||Fundamentals|UltimateAdventurer|2" + "subclassFeature": "Gigantic|Warlock||Titan|UltimateAdventurer|1|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Great Hunger|Warlock||Titan|UltimateAdventurer|1|UltimateAdventurer" } ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Order-of-the-Fundamentals.webp" + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/The-Titan.webp" }, { - "name": "Cantrip Savant", + "name": "Expanded Spell List", "source": "UltimateAdventurer", - "page": 142, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Fundamentals", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Titan", + "page": 137, + "level": 1, "header": 1, "entries": [ - "Beginning when you select this school at 2nd level, you can copy cantrips into your spellbook in a similar manner to copying spells of 1st level and higher. When you find a wizard cantrip, you can add it into your spellbook by spending 2 hours and 50 gp. The cost represents material components you expend as you experiment with the cantrip to master it, as well as the fine inks you need to record it.", - "The three wizard cantrips you know from your Spellcasting class feature are automatically added to your spellbook without time or cost. When you learn an additional wizard cantrip upon reaching 4th and 10th level in this class, the spell you choose is also added to your spellbook without time or cost.", - "Additionally, you prepare cantrips from your spellbook in a similar manner to how you prepare your wizard spells of 1st level and higher. To do so, choose a number of wizard cantrips from your spellbook up to 2 + the number in the Cantrips Known column of the Wizard table for your level. You can change your list of prepared cantrips whenever you finish a long rest. Doing so requires you to spend 1 minute studying your spellbook." + "The Titan lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.", + { + "type": "table", + "colLabels": [ + "Spell Level", + "Spells" + ], + "colStyles": [ + "col-3 text-center", + "col-9" + ], + "rows": [ + [ + "1st", + "{@spell absorb elements|XGE}, {@spell earth tremor|XGE}" + ], + [ + "2nd", + "{@spell enhance ability}, {@spell enlarge/reduce}" + ], + [ + "3rd", + "{@spell erupting earth|XGE}, {@spell slow}" + ], + [ + "4th", + "{@spell giant insect}, {@spell stoneskin}" + ], + [ + "5th", + "{@spell destructive wave}, {@spell giantize|UltimateAdventurer}" + ] + ] + } ] }, { - "name": "Augmented Fundamentals", + "name": "Gigantic", "source": "UltimateAdventurer", - "page": 142, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Fundamentals", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Titan", + "page": 137, + "level": 1, "header": 1, + "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", "entries": [ - "Also starting at 2nd level, you can channel more of your magical power into a wizard cantrip you cast, causing it to have greater effects. When you cast a wizard cantrip, you can expend a spell slot to augment its effects in one of the following ways.", - { - "type": "entries", - "name": "Empower", - "entries": [ - "If the cantrip deals damage, the first damage roll you make for the cantrip this turn is increased by {@dice 1d8} per level of the expended spell slot." - ] - }, - { - "type": "entries", - "name": "Extend", - "entries": [ - "If the cantrip has a duration longer than 1 round, its duration is extended based on the level of the expended spell slot: by 10 minutes for 1st through 3rd level, by 1 hour for 4th through 6th level, or by 8 hours for 7th level or higher." - ] - }, - { - "type": "entries", - "name": "Further", - "entries": [ - "If the cantrip has a range other than Self, its range increases based on the level of the expended spell slot: by 30 feet per level for 1st through 8th level, or its range changes to Sight for 9th level." - ] - }, - { - "type": "entries", - "name": "Multiply", - "entries": [ - "If the cantrip can target only a single creature or object, you can target an additional creature or object in range for each level of the expended spell slot. If the cantrip requires a spell attack, you make only one attack roll, which is then applied to each target." - ] - } + "At 1st level, your patron grants you greater size and strength. If you are Medium or smaller, your size permanently increases by one category, multiplying your weight by 8. You choose how your dimensions alter to accommodate your new size and weight. When you gain this feature, your equipment and anything you're wearing or carrying grows to match your new size, but their statistics and value are otherwise unchanged. Each magic item you attune to also grows to accommodate your new size, where applicable, and returns to its normal size if you break your attunement with it.", + "Additionally, you can choose to use Strength, instead of Charisma, as your warlock spellcasting ability. If you choose to use Strength, all warlock features and Eldritch Invocations that reference your Charisma modifier use your Strength modifier instead. You must make this choice when you gain this feature." ] }, { - "name": "Enhanced Cantrips", + "name": "Great Hunger", "source": "UltimateAdventurer", - "page": 143, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Fundamentals", "subclassSource": "UltimateAdventurer", - "level": 6, - "header": 2, + "subclassShortName": "Titan", + "page": 137, + "level": 1, + "header": 1, + "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp", "entries": [ - "Starting at 6th level, your intensive study of cantrips enhances your ability to cast them. You gain the following benefits:", - { - "type": "list", - "items": [ - "You can add your Intelligence modifier to the first damage roll of any cantrip you cast during your turn.", - "When you cast a cantrip that doesn't deal damage, you gain a number of temporary hit points equal to your Intelligence modifier (minimum 1). You lose these temporary hit points after 1 minute.", - "You can cast cantrips from your spellbook that you don't have prepared. When you cast a cantrip this way, its casting time increases by 10 minutes." - ] - } + "Starting at 1st level, your appetite, like your patron's, becomes nigh impossible to satisfy. Your stomach becomes a portal to a demiplane, in which you can store objects. As an action, you can devour an object that is Medium or smaller and store it in the demiplane, or regurgitate an object stored within the demiplane. The objects in your demiplane must have a combined weight in pounds no more than 20 times your warlock level. If you attempt to store an object that would push the total weight beyond this number, you immediately regurgitate it and take 1d8 necrotic damage, which can't be reduced or prevented in any way.", + "The objects within your demiplane can't be accessed or detected by other creatures except through means that would allow them to access or view other planes, such as the {@spell gate} spell.", + "When you die, you regurgitate everything stored within your demiplane." ] }, { - "name": "Subconscious Focus", + "name": "Wrath of the Titan", "source": "UltimateAdventurer", - "page": 143, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Fundamentals", "subclassSource": "UltimateAdventurer", - "level": 10, + "subclassShortName": "Titan", + "page": 137, + "level": 6, "header": 2, + "foundryImg": "icons/skills/melee/earth tremor|XGE-block-gray-yellow.webp", "entries": [ - "Starting at 10th level, you have such a comprehensive understanding of cantrips that you can concentrate on them with minimal mental effort. You can concentrate on up to two spells simultaneously, provided that one or both of them is a cantrip." + "Starting at 6th level, once per turn when you hit a creature with a melee attack, you can draw on your patron's strength and mass to cause the attack to deal an additional 2d6 force damage.", + "This force damage increases to 3d6 when you reach 10th level in this class, and to 4d6 when you reach 14th level in this class." ] }, { - "name": "Universal Theory of Fundamentals", + "name": "Colossal", "source": "UltimateAdventurer", - "page": 143, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Fundamentals", "subclassSource": "UltimateAdventurer", - "level": 14, + "subclassShortName": "Titan", + "page": 137, + "level": 10, "header": 2, + "foundryImg": "icons/equipment/earth tremor|XGE/heater-steel-crystal-red.webp", "entries": [ - "Starting at 14th level, your understanding of cantrips transcends the realm of purely arcane magicks. All cantrips count as wizard spells for you, allowing you to copy any cantrip you find into your spellbook.", - "Additionally, when you expend a spell slot of 2nd level or higher to use your Augmented Fundamentals, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than 5th level." + "At 10th level, your patron gifts you a portion of its incredible resilience. Your hit point maximum increases by 20, and increases by 2 whenever you gain a level in this class.", + "Additionally, whenever you would take damage, you can use your reaction to reduce the damage by half your warlock level." ] }, { - "name": "School of Mnemomancy", + "name": "Swallow Whole", "source": "UltimateAdventurer", - "page": 146, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Mnemomancy", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Titan", + "page": 137, + "level": 14, + "header": 2, + "foundryImg": "icons/magic/light/beam-rays-magenta-large.webp", "entries": [ - "Wizards of the School of Mnemomancy wield the magic of memory, capable of being both bastions of knowledge and infiltrators of minds. As a mnemomancer, you augment your own ability to recall knowledge and experiences, while sealing the memories of your foes. As your mastery grows, you gain the ability to vividly experience others' memories and borrow their capabilities, as well as alter memories as you see fit.", + "Starting at 14th level, as an action, you can attempt to swallow a creature within 5 feet of you that is your size or smaller. That creature must succeed on a Strength saving throw against your spell save DC or be swallowed into your demiplane. While within your demiplane, the creature is restrained, it can't perceive, affect, or be affected by anything outside your demiplane, and it takes 4d6 acid damage at the start of each of its turns. The creature's weight doesn't count against the maximum weight that can be stored within your demiplane. If the creature dies, the acid dissolves its corpse and you regurgitate all of the objects it was wearing and carrying onto the ground in your space.", + "On its turn, a creature within your demiplane can use its weapons and abilities to target you as though you are visible to it and within 5 feet of it. When you take damage from a creature within your demiplane, you must succeed on a Constitution saving throw with a DC equal to half the damage you took (minimum DC 10) or regurgitate the creature prone into the nearest unoccupied space to you. You also regurgitate the creature prone into the nearest unoccupied space if you fall unconscious or die.", + "Once you use this feature, you must finish a long rest before you can use it again." + ] + }, + { + "name": "The Great Trickster", + "source": "UltimateAdventurer", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "UltimateAdventurer", + "subclassShortName": "Great Trickster", + "page": 133, + "level": 1, + "entries": [ + "You have pledged your allegiance to a spirit of mischief who delights in misdirection and misappropriation. Despite an irredeemable reputation, such patrons are not necessarily evil or even selfish. Some tricksters use pranks to teach others important moral lessons or commit lesser wrongs to serve the greater good. Most, however, are motivated primarily by their own entertainment and self-satisfaction. And selfishness. Beings of this sort include Anansi, Eshu, Huehuecoyotl, Loki, Pan, and Sun Wukong.", { "type": "refSubclassFeature", - "subclassFeature": "Mind Palace|Wizard||Mnemomancy|UltimateAdventurer|2" + "subclassFeature": "Spellswipe|Warlock||Great Trickster|UltimateAdventurer|1|UltimateAdventurer" }, { "type": "refSubclassFeature", - "subclassFeature": "Recollection Snag|Wizard||Mnemomancy|UltimateAdventurer|2" + "subclassFeature": "Thieves Cant|Warlock||Great Trickster|UltimateAdventurer|1|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Trick is Trade|Warlock||Great Trickster|UltimateAdventurer|1|UltimateAdventurer" } ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Order-of-the-Mnemomancy.webp" + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/The-Great Trickster.webp" }, { - "name": "Mind Palace", + "name": "Spellswipe", "source": "UltimateAdventurer", - "page": 146, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Mnemomancy", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Great Trickster", + "page": 133, + "level": 1, "header": 1, "entries": [ - "Beginning when you select this school at 2nd level, your memories are magically organized and stored within your mind for near perfect recall. When you make an Intelligence check to recall information or other memories, you can add your proficiency bonus to the check if you wouldn't normally add your proficiency bonus." + "Starting at 1st level, as a reaction when you see a creature within 60 feet of you cast a spell, you can expend a spell slot to try to steal the spell. If the spell slot you expended was equal to or higher than the spell's level, its spell fails and instead produces a momentary harmless sensory effect of your choosing.", + "In addition, you can add the spell to your spell vault. You can have a number of spells in your spell vault equal to your Charisma modifier (minimum 1). If adding a new spell to your spell vault would cause you to exceed this maximum, choose one spell from your spell vault to lose. All spells in your spell vault count as warlock spells you know, and don't count against the number of warlock spells you know.", + "As a final benefit of this feature, you can cast a spell from your spell vault without expending a spell slot. When you do, you lose the spell from your spell vault immediately after you cast it. Once you cast a spell this way, you must finish a long rest before you can do so again." ] }, { - "name": "Recollection Snag", + "name": "Thieves Cant", "source": "UltimateAdventurer", - "page": 146, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Mnemomancy", "subclassSource": "UltimateAdventurer", - "level": 2, + "subclassShortName": "Great Trickster", + "page": 133, + "level": 1, "header": 1, + "foundryImg": "icons/commodities/biological/organ-heart-pink.webp", "entries": [ - "Also starting at 2nd level, you can magically search a creature's memories and seal a facet of its knowledge. As an action, you can expend a spell slot and force a creature you can see within 30 feet of you to make an Intelligence saving throw against your spell save DC. On a failure, you learn if the creature knows any spells or has any prepared and what those spells are, what languages it knows, and what skill and weapon proficiencies it has. You choose a combined number of spells, languages, and proficiencies up to the level of the expended spell slot for the creature to lose for 1 hour. The creature can't cast any lost spell, benefit from any lost proficiency, or understand, speak, or write any lost language for the duration. As an action on its turn, an affected creature can repeat the saving throw, ending this feature's effects on itself on a success." + "Your connection to an entity of mischief personified allows you to understand thieves cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.", + "In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run." ] }, { - "name": "Shared Reminiscence", + "name": "Trick is Trade", "source": "UltimateAdventurer", - "page": 147, - "className": "Wizard", + "className": "Warlock", + "classSource": "PHB", + "subclassSource": "UltimateAdventurer", + "subclassShortName": "Great Trickster", + "page": 133, + "level": 1, + "header": 1, + "foundryImg": "icons/weapons/swords/sword-broad-serrated-blue.webp", + "entries": [ + "Also starting at 1st level, you can use a bonus action on your turn to magically conjure a disguise kit, forgery kit, or thieves' tools. You add your proficiency bonus to ability checks that use the conjured tool kit if you aren't already proficient with it. This tool kit remains until you use this feature again to conjure another tool kit." + ] + }, + { + "name": "Steal Fortune", + "source": "UltimateAdventurer", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Mnemomancy", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Great Trickster", + "page": 134, "level": 6, "header": 2, + "foundryImg": "icons/skills/melee/earth tremor|XGE-block-gray-yellow.webp", "entries": [ - "Starting at 6th level, you can borrow memories from others to augment your own abilities. You can perform a 10 minute ritual with a willing creature, remaining within 5 feet of it for the duration. At the end of the ritual, the creature can share any number of the spells it knows or has prepared, any number of languages it knows, and any number of skill and tool proficiencies it has. You choose one of the shared spells, languages, or proficiencies to gain for yourself. The creature can also choose to share a memory that lasted no longer than 10 minutes, which you experience with perfect clarity through the creature's eyes.", - "If you choose to gain a cantrip, language, or proficiency, you have it until you use this feature to gain a different one of the same category.", - "If you choose to gain a spell of 1st level or higher, it counts as being prepared for you, but it doesn't count against the number of spells you can prepare each day. The combined level of spells you have through this feature can't exceed half your wizard level (rounded up). If you use this feature to gain a spell that would cause your total to exceed the maximum, you must choose a number of spells gained through this feature to lose until the total is within your maximum.", - "Each spell you gain using this feature counts as a wizard spell for you until you lose it." + "Starting at 6th level, 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 short or long rest." ] }, { - "name": "Mental Block", + "name": "Skeleton Key", "source": "UltimateAdventurer", - "page": 147, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Mnemomancy", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Great Trickster", + "page": 134, "level": 10, "header": 2, + "foundryImg": "icons/equipment/earth tremor|XGE/heater-steel-crystal-red.webp", "entries": [ - "Starting at 10th level, you ward your mind against intrusion. You are immune to any effect that would magically sense your emotions, read your thoughts, or cause you to become charmed or frightened." + "Starting at 10th level, you have advantage on saving throws against being restrained and ability checks made to escape a grapple. Additionally, you can cast the {@spell knock} spell at will, without expending a spell slot." ] }, { - "name": "Memory Manipulation", + "name": "Two Steps Ahead", "source": "UltimateAdventurer", - "page": 147, - "className": "Wizard", + "className": "Warlock", "classSource": "PHB", - "subclassShortName": "Mnemomancy", "subclassSource": "UltimateAdventurer", + "subclassShortName": "Great Trickster", + "page": 134, "level": 14, "header": 2, + "foundryImg": "icons/magic/light/beam-rays-magenta-large.webp", "entries": [ - "At 14th level, you become able to alter fine details of memories, not just read them. You always have the {@spell modify memory} spell prepared, and it doesn't count against the number of spells you can prepare each day. When you cast the spell, you don't need to provide its verbal components, the target doesn't have advantage on its saving throw against the spell due to you fighting it, you can telepathically speak to the target to describe how its memories are affected, and the target doesn't need to understand the language you are speaking for the modified memories to take root.", - "Additionally, you can cast modify memory without expending a spell slot, as if you had expended the highest level spell slot you have. Once you do, you can't cast the spell without expending a spell slot again until you finish a long rest." + "Starting at 14th level, you can't be surprised. When you roll for initiative, you can use your reaction to position yourself for an ambush. When you do, you gain a +20 bonus to your initiative roll, you have truesight out to a range of 120 feet and turn invisible until the end of your next turn, and can immediately teleport to any unoccupied space within 120 feet. Once you use this feature, you must finish a long rest before you can use it again." ] }, { - "name": "Theurgy", + "name": "Circle of Community", "source": "UltimateAdventurer", - "page": 150, - "className": "Wizard", + "page": 73, + "className": "Druid", "classSource": "PHB", - "subclassShortName": "Theurgy", + "subclassShortName": "Community", "subclassSource": "UltimateAdventurer", "level": 2, "entries": [ - "You have a deep faith in the transcendent nature of the multiverse. Although you may honor a particular god or goddess, you recognize them as manifestations of a divinity that suffuses all reality. You feel most in touch with this divinity when working magic, which you view as a sacred act between the fabric of existence and all living beings. Theurgists are often at odds with their more orthodox colleagues from other traditions who prefer studying the laws of reality to meditating on its inscrutable nature.", + "Druids of this circle recognize communication and symbiotic relationships as the most powerful forces in nature. Countless sapient species and monsters, each with their own tradition and culture, have achieved more than they might ever have through cooperation and community. It is this innate sense of togetherness that druids of this circle thrive on. A community is only as strong as its weakest link, and a Druid of Community makes it their goal to empower their companions to survive and thrive as one.", { "type": "refSubclassFeature", - "subclassFeature": "Arcane Apostle|Wizard||Theurgy|UltimateAdventurer|2" + "subclassFeature": "Home Is Where The Hearth Is|Druid||Community|UltimateAdventurer|2" }, { "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity|Wizard||Theurgy|UltimateAdventurer|2" + "subclassFeature": "Voice of the Community|Druid||Community|UltimateAdventurer|2" } ], - "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Order-of-the-Theurgy.webp" + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Circle-of-the-Community.webp" }, { - "name": "Arcane Apostle", + "name": "Home Is Where The Hearth Is", "source": "UltimateAdventurer", - "page": 150, - "className": "Wizard", + "page": 73, + "className": "Druid", "classSource": "PHB", - "subclassShortName": "Theurgy", + "subclassShortName": "Community", "subclassSource": "UltimateAdventurer", "level": 2, "header": 1, "entries": [ - "Beginning when you select this school at 2nd level, your memories are magically organized and stored within your mind for near perfect recall. When you make an Intelligence check to recall information or other memories, you can add your proficiency bonus to the check if you wouldn't normally add your proficiency bonus.", + "When you choose this circle at 2nd level, you learn the {@spell create bonfire|XGE} cantrip. When you cast this cantrip, it does not require concentration but ends early if you cast it again. If you already know {@spell create bonfire|XGE}, you learn another cantrip of your choice from the druid spell list." + ] + }, + { + "name": "Voice of the Community", + "source": "UltimateAdventurer", + "page": 73, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Community", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, + "entries": [ + "Also starting at 2nd level, you can use your action and expend a use of your Wild Shape to inspire your community to rally together around a common goal. Your rally lasts for 10 minutes and affects you and each creature of your choice within 30 feet that can hear you, but it ends early if you become unconscious or die. When you start a rally, choose one of the following effects:", + { + "type": "entries", + "name": "Prose of Vitality", + "entries": [ + "When you begin the rally, you create a pool of a number of d6s equal to 1 + half your druid level. An affected creature can use its bonus action and expend a die from the pool to roll the die and regain a number of hit points equal to the total." + ] + }, + { + "type": "entries", + "name": "Speech of Urgency", + "entries": [ + "Each affected creature gains a +1 bonus to its AC. Additionally, when an affected creature starts its turn within the rally, it can use its bonus action this turn to take the {@action Disengage|PHB} or {@action Hide|PHB} action." + ] + }, + { + "type": "entries", + "name": "Uproar of Ferocity", + "entries": [ + "Any weapon attack an affected creature makes as part of the {@action Attack|PHB} action scores a critical hit on a roll of 19 or 20 on the {@dice d20}. Additionally, when an affected creature scores a critical hit with a melee weapon attack, it can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit." + ] + } + ] + }, + { + "name": "Circle Spells", + "source": "UltimateAdventurer", + "page": 73, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Community", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "At 3rd level, you not only empower your community, but are empowered by your community in turn. This sense of a greater communal purpose puts you in touch with nature in a way other druids aren't, and grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Community Spells table.", + "Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.", { "type": "table", - "caption": "Theurge Cleric Spell Level", + "caption": "Circle of Community Spells", "colLabels": [ - "Wizard Level", - "Cleric Spell Level" + "Druid Level", + "Spells" ], "colStyles": [ "col-2 text-center", - "col-2 text-center" + "col-10" ], "rows": [ [ - "2nd", - "1st" - ], - [ - "6th", - "2nd" + "3rd", + "{@spell aid}, {@spell calm emotions}" ], [ - "10th", - "3rd" + "5th", + "{@spell beacon of hope}, {@spell leomund's tiny hut}" ], [ - "14th", - "4th" + "7th", + "{@spell aura of purity}, {@spell death ward}" ], [ - "18th", - "5th" + "9th", + "{@spell circle of power}, {@spell rary's telepathic bond}" ] ] } ] }, { - "name": "Channel Divinity", + "name": "Community Outreach", "source": "UltimateAdventurer", - "page": 150, - "className": "Wizard", + "page": 74, + "className": "Druid", "classSource": "PHB", - "subclassShortName": "Theurgy", + "subclassShortName": "Community", "subclassSource": "UltimateAdventurer", - "level": 2, - "header": 1, + "level": 6, + "header": 2, "entries": [ - "At 2nd level, you gain the ability to channel divine energy directly from the multiverse. You start with two such effects: Divine Arcana and Supernal Sight.", - "When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.", - "Some Channel Divinity effects require saving throws. When you use such an effect, the save DC equals your spell save DC.", - "When you reach 10th level in this class, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.", - { - "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity: Divine Arcana|Wizard||Theurgy|UltimateAdventurer|2" - }, - { - "type": "refSubclassFeature", - "subclassFeature": "Channel Divinity: Supernal Sight|Wizard||Theurgy|UltimateAdventurer|2" - } + "Starting at 6th level, when you begin a rally with your Voice of the Community, you can cast {@spell create bonfire|XGE} as part of the same action. When you cast the spell this way, the bonfire can't be placed in an occupied space, and the rally also extends in a 30-foot radius around the bonfire. As a bonus action on your turn while the bonfire persists, you can move the bonfire 60 feet to a different unoccupied space you can see." ] }, { - "name": "Channel Divinity: Divine Arcana", + "name": "Encouraging Respite", "source": "UltimateAdventurer", - "page": 150, - "className": "Wizard", + "page": 74, + "className": "Druid", "classSource": "PHB", - "subclassShortName": "Theurgy", + "subclassShortName": "Community", "subclassSource": "UltimateAdventurer", - "level": 2, - "header": 1, + "level": 10, + "header": 2, "entries": [ - "As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to its attack roll or saving throw DC, as appropriate." + "Starting at 10th level, you can create an improvised shelter for you and your community. You can perform a 10 minute ritual, at the end of which a campsite is magically created in a 30 foot radius around you. Choose up to 10 friendly creatures in the radius when the camp appears. The campsite comes with the following effects:", + { + "type": "list", + "items": [ + "The campsite creates a bedroll for you and each of the chosen creatures, as well as 1 gaming set of your choice.", + "If any creature other than one of the chosen creatures enters the campsite, a bell-like sound will ring in the head of you and the chosen creatures, which awakens them if sleeping.", + "The camp and those inside it are impervious to nonmagical weather or climate effects of your choice.", + "Creatures outside the area have disadvantage on ability checks to perceive or find the camp, unless you choose otherwise.", + "The campsite includes 1 meal for you and each of the chosen creatures. Each of these meals provides enough nourishment to sustain a creature for one day." + ] + }, + "The campsite disappears when you dismiss it, when you and each of the chosen creatures are no longer in its radius, or after 8 hours. When it disappears, each object created by this feature disappears and the space returns to its original state before the campsite was made, leaving no trace of your site having been there." ] }, { - "name": "Channel Divinity: Supernal Sight", + "name": "Pillar of the Community", "source": "UltimateAdventurer", - "page": 151, - "className": "Wizard", + "page": 74, + "className": "Druid", "classSource": "PHB", - "subclassShortName": "Theurgy", + "subclassShortName": "Community", "subclassSource": "UltimateAdventurer", - "level": 2, - "header": 1, + "level": 14, + "header": 2, "entries": [ - "As an action, you open your senses to the divine and arcane elements in the world, allowing you to detect their influence within 30 feet of you for the next minute. Within this range, you can sense the presence of magic and know if there is an aberration, celestial, elemental, fey, fiend, or undead (as well as where the creature is located). If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. In addition, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.", - "This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt." + "Starting at 14th level, you inspire your community with complex moral stories. When you begin a rally with your Voice of the Community and cast {@spell create bonfire|XGE} as part of the same action, you can imbue your campfire with a different rally effect from the one you chose for yourself. Creatures that are within range of both rallies gain the effect of both. Additionally, when your movement or you moving your bonfire causes a friendly creature to no longer be within the radius of your rally, the creature can use its reaction to move up to its speed. The creature must end this movement within the radius of one of your rallies, if able.", + "If the original bonfire created alongside your rally is destroyed, the next campfire you make with the {@spell create bonfire|XGE} spell can produce either of the rally effects you chose when you began the rally." ] }, { - "name": "Daily Devotion", + "name": "Circle of the Bond", "source": "UltimateAdventurer", - "page": 151, - "className": "Wizard", + "page": 69, + "className": "Druid", "classSource": "PHB", - "subclassShortName": "Theurgy", + "subclassShortName": "Bond", "subclassSource": "UltimateAdventurer", - "level": 6, - "header": 2, + "level": 2, "entries": [ - "At 6th level, choose three divine domains. As part of completing a long rest you can contemplate these facets of the divine, selecting one of the three chosen divine domains. Until you use this feature again, add the selected domain’s 2nd level Channel Divinity effect to the options you can choose when using your Channel Divinity." - ] + "Druids of the Circle of the Bond feel a greater connection to beasts than they do other sapient life. Many wish to eschew the complexities and complications of living within a society and interacting with humanoids for the quiet simplicity offered by beasts, while others have experienced tragedy or betrayal at the hands of their peers, and seek comfort in an animal companion. Regardless of the reasons you joined this circle, you have formed a magical partnership with a beast, a deep bond that interlocks your minds and souls.", + { + "type": "refSubclassFeature", + "subclassFeature": "Animal Companion|Druid||Bond|UltimateAdventurer|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Companion's Bond|Druid||Bond|UltimateAdventurer|2" + } + ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Circle-of-the-Bond.webp" }, { - "name": "Empyreal Resilience", + "name": "Animal Companion", "source": "UltimateAdventurer", - "page": 151, - "className": "Wizard", + "page": 69, + "className": "Druid", "classSource": "PHB", - "subclassShortName": "Theurgy", + "subclassShortName": "Bond", "subclassSource": "UltimateAdventurer", - "level": 10, - "header": 2, - "resist": [ - "radiant" - ], + "level": 2, + "header": 1, "entries": [ - "Starting at 10th level, you have resistance to radiant damage." + "At 2nd level, you learn to use your magic to create a powerful bond with a creature of the natural world. You call forth an animal from the wilderness to serve as your faithful companion. You choose your companion from among the following animals: an {@creature ape}, a {@creature black bear}, a {@creature boar}, a {@creature giant badger}, a {@creature giant weasel}, a {@creature mule}, a {@creature panther}, or a {@creature wolf}.", + "Your animal companion becomes subject to the rules of your Companion's Bond (described below). You can have only one animal companion at a time.", + "If your animal companion has died within the last hour, you can use 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 companion returns to life after 1 minute with all its hit points restored.", + "At the end of a long rest, you can call a new animal companion from among the available options. It is subject to the rules of your Companion's Bond, and you lose your previous animal companion if you have one, the former companion returning to the wilds. You also lose your animal companion if you die." ] }, { - "name": "Radiant Countenance", + "name": "Companion's Bond", "source": "UltimateAdventurer", - "page": 151, - "className": "Wizard", + "page": 70, + "className": "Druid", "classSource": "PHB", - "subclassShortName": "Theurgy", + "subclassShortName": "Bond", "subclassSource": "UltimateAdventurer", - "level": 14, - "header": 2, - "entries": [ - "Starting at 14th level, you can use an action to shed your mundane form for a radiant countenance for the next minute. While you have a radiant countenance, you gain the following benefits:", - { - "type": "list", - "items": [ - "You shed bright light out to 150 feet and dim light out 150 feet beyond that.", - "Attacks made against you by creatures without blindsight have disadvantage.", - "When you cast a spell that deals damage, you can choose for the damage to be radiant instead of its normal damage type." - ] - }, - "Once you use this feature, you can't use it again until you finish a long rest." - ] - } - ], - "optionalfeature": [ - { - "name": "Additional Appendage Apparatus", - "source": "UltimateAdventurer", - "page": 41, - "featureType": [ - "MagMod" - ], + "level": 2, + "header": 1, "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.", + "Starting at 2nd level, your animal companion changes in the following ways while it is linked to you.", + "The companion loses its Multiattack action, if it has one.", + "The animal companion is friendly to you and your companions, and it obeys your commands. In combat, the companion acts on your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action unless you use an action to telepathically command it to take an action in its stat block or the Help action, or your bonus action to telepathically command it to take any other action. You can't use your action and bonus action to command your animal companion on the same turn. If you are incapacitated, the companion can take any action of its choice, not just Dodge.", + "The weapon attacks in your animal companion's stat block count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If your animal companion has an effect that causes a target to make a saving throw, the effect uses your spell save DC, unless the beast's DC was already higher.", + "If your animal companion is large enough, you can use it as an independent mount, though you still determine its actions (the Mounted Combat rules appear in Chapter 9 of the Player's Handbook).", + "Your animal companion has abilities and game statistics determined in part by your proficiency bonus. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.", + "When the animal companion becomes subject to the rules of this feature, it gains proficiency in two skills of your choice. It also becomes proficient in your choice of Dexterity, Constitution, or Wisdom saving throws, and your choice of Strength, Intelligence, or Charisma saving throws.", + "For each druid level after 2nd, your animal companion gains an additional Hit Die and increases its hit points accordingly.", { - "type": "entries", - "name": "Surge", + "type": "inset", + "name": "Keeping Track of Proficiency", "entries": [ - "You can use a bonus action to make one weapon attack or take the {@action Use an Object} action." + "When you gain your animal companion at 2nd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion's proficiency bonus improves as well, and is applied to the following areas: Armor Class and damage rolls, as well as to any skills, saving throws, and attacks it's proficient with." ] } ] }, { - "name": "Aerial Environment Adaptor", + "name": "Instinctive Coordination", "source": "UltimateAdventurer", - "page": 41, - "featureType": [ - "MagMod" - ], + "page": 70, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Bond", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, "entries": [ - "Your jump distances are tripled and taking damage from falling does not knock you {@condition prone}.", + "Starting at 6th level, you can use your bonus action to telepathically command your animal companion to take an action in its stat block or any other action.", + "Additionally, you gain the ability to use the magic of your Wild Shape to affect your animal companion. As a bonus action, you can expend a use of your Wild Shape for one of the following effects. You can end the effect on your turn as a bonus action.", { "type": "entries", - "name": "Surge", + "name": "Enlarge", "entries": [ - "You can use an action to gain a {@quickref Flying Movement|PHB|3|0|flying speed} of 30 feet for 1 minute." + "Your animal companion's size increases by one category for a number of hours equal to half your druid level, rounded down. For example, if it was Medium, it becomes Large. It has advantage on Strength ability checks and saving throws for the duration." ] - } - ] - }, - { - "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", + "name": "Heal", "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." + "Your animal companion can immediately expend any number of its Hit Dice. For each Hit Die expended this way, you roll the die and add your animal companion's Constitution modifier to it. It regains hit points equal to the total." ] - } - ] - }, - { - "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", + "name": "Morph", "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)." + "You transform your animal companion into an {@creature ape}, a {@creature black bear}, a {@creature boar}, a {@creature giant badger}, a {@creature giant weasel}, a {@creature mule}, a {@creature panther}, or a {@creature wolf} for a number of hours equal to half your druid level, rounded down. When you do, it retains its hit points, Hit Dice, and personality, and is still subject to all of the rules of Companion's Bond." ] } ] }, { - "name": "Armored Chassis Installation", + "name": "Primal Bond", "source": "UltimateAdventurer", - "page": 41, - "featureType": [ - "MagMod" - ], + "page": 70, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Bond", + "subclassSource": "UltimateAdventurer", + "level": 10, + "header": 2, "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.", + "Starting at 10th level, magic flows freely through the bond you share with your animal companion. Each time you cast a spell of 1st level or higher, choose one of the following benefits for your animal companion:", { - "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." + "type": "list", + "items": [ + "It gains a number of temporary hit points equal to your Wisdom modifier (minimum 1).", + "The first time it hits with an attack before the end of the turn, it gains a bonus to the attack's damage roll equal to your Wisdom modifier (minimum 1)." ] } ] }, { - "name": "Eldritch Armament Upgrade", + "name": "Instinctive Evolution", "source": "UltimateAdventurer", - "page": 42, - "featureType": [ - "MagMod" - ], + "page": 70, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Bond", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, "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.", + "Starting at 14th level, when you use the bonus action granted by your Instinctive Coordination, you can instead expend two uses of your Wild Shape for the following effect. You can end the effect on your turn as a bonus action.", { "type": "entries", - "name": "Surge", + "name": "Evolve", "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" + "You transform your animal companion into a beast you've seen before with a challenge rating as high as your druid level divided by 3 for a number of hours up to half your druid level, rounded down. When you do, the transformation follows the rules of your Wild Shape (you ignore the Max. CR column of the Beast Shapes table), though your animal companion is still subject to the rules and benefits of Companion's Bond" ] } ] }, { - "name": "Holographic Remodeling Projection Suite", + "name": "Circle of the Branch", "source": "UltimateAdventurer", - "page": 42, - "featureType": [ - "MagMod" - ], + "page": 70, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Branch", + "subclassSource": "UltimateAdventurer", + "level": 2, "entries": [ - "You can cast {@spell disguise self} at will, without expending a spell slot or providing verbal components.", + "The Circle of the Branch is made up of sages and warriors who believe that the greatest wisdom is found in the stillness of plants, especially long-lived trees. Seeking to achieve a modicum of their groves' enlightenment, these druids magically fuse bark from sacred trees into their flesh, assuming arboreal forms that they use to protect and learn from the ancient forests of the multiverse. Often referred to as barksleeves, these defenders emphasize violence only in defense of self or of primordial grove, preferring the stillness of peace and mutual growth to the tragedy of cutting down something of great potential.", { - "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." - ] + "type": "refSubclassFeature", + "subclassFeature": "Sylvan Warrior|Druid||Branch|UltimateAdventurer|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Primeval Guardian|Druid||Branch|UltimateAdventurer|2" } - ] + ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Circle-of-the-Branch.webp" }, { - "name": "Load Bearing Exoskeleton", + "name": "Sylvan Warrior", "source": "UltimateAdventurer", - "page": 42, - "featureType": [ - "MagMod" - ], + "page": 70, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Branch", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "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." - ] - } + "When you join this circle at 2nd level, you learn the {@spell shillelagh} cantrip. If you already know it, you instead learn a different druid cantrip of your choice.", + "Additionally, as a bonus action, you can grow thick bark on your forearms and shins. While you have this bark, your Armor Class can't be less than 13 + your Dexterity modifier, and you can use your bark-covered limbs as a natural weapon. You are proficient with this natural weapon, which is a melee weapon that deals 1d4 bludgeoning damage. Your natural weapon is a valid target for the {@spell shillelagh} cantrip. You can revert your forearms and shins to their normal forms as an action on your turn." ] }, { - "name": "Ocular Improvement Implants", + "name": "Primeval Guardian", "source": "UltimateAdventurer", - "page": 42, - "featureType": [ - "MagMod" - ], + "page": 71, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Branch", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "entries": [ - "You gain {@sense darkvision} out to a range of 60 feet.", + "Starting at 2nd level, you can root yourself into the ground and assume a tree warrior form. As part of casting shillelagh targeting your natural weapon, you can expend a use of your Wild Shape to magically assume this form, which lasts for a number of minutes equal to half your druid level. After this time, you revert to your normal form unless you expend another use of your Wild Shape to renew the duration. The duration ends early, causing you to revert to your normal form, if you fall unconscious, drop to 0 hit points, die, or use your bonus action to end it.", + "You undergo the following changes while in your tree warrior form; otherwise, all of your statistics remain the same:", { - "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." + "type": "list", + "items": [ + "Your size becomes Large, unless it was already larger.", + "Any speed you have becomes 5 feet, unless the speed was lower.", + "Your reach increases to 15 feet.", + "Your natural weapon attacks deal an extra 1d6 damage.", + "You gain temporary hit points at the start of each of your turns equal to half your druid level. When you revert to your normal form, you lose any temporary hit points you have from this feature." ] } ] }, { - "name": "Peerless Warrior Protocol Lorebase", + "name": "Greenspeaker", "source": "UltimateAdventurer", - "page": 42, - "featureType": [ - "MagMod" - ], + "page": 71, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Branch", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, "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." - ] - } + "At 6th level, you gain the ability to converse with plants. Plants can understand your speech, and you gain the ability to decipher their rustles and various pollen and oil excretions. Most plants lack the intelligence to convey or understand sophisticated concepts, but a friendly plant can relay what has happened near it recently, or where any edible fruits and vegetables could possibly be found within 1 mile of it. This ability doesn't grant you friendship with plants, though you can combine this ability with gifts or favors as you would any nonplayer character to encourage friendliness." ] }, { - "name": "Portable Barrier Installation", + "name": "Extra Attack", "source": "UltimateAdventurer", - "page": 42, - "featureType": [ - "MagMod" - ], + "page": 71, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Branch", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, "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." - ] - } + "Also starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn." ] }, { - "name": "Skill Emulation Lorebase", + "name": "Ironwood Warrior", "source": "UltimateAdventurer", - "page": 42, - "featureType": [ - "MagMod" - ], + "page": 71, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Branch", + "subclassSource": "UltimateAdventurer", + "level": 10, + "header": 2, "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." - ] - } + "At 10th level, the bark you grow on your limbs becomes thicker and more resilient. While you have bark from your Sylvan Warrior feature, your Armor Class can't be less than 15 + your Dexterity modifier, and bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3." ] }, { - "name": "Vital Systems Redundancy Enhancement", + "name": "Primeval Champion", "source": "UltimateAdventurer", - "page": 42, - "featureType": [ - "MagMod" - ], + "page": 72, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Branch", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, "entries": [ - "While you have this module installed, your hit point maximum increases by an amount equal to your artificer level.", + "At 14th level, you can spend two uses of your Wild Shape when assuming your tree warrior form to flood it with primordial power. If you do, you gain the following additional benefits while in your tree warrior form for the duration:", { - "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." + "type": "list", + "items": [ + "Your size becomes Huge, unless it was already larger. If there isn't enough room to accommodate the full size of your form, you become the maximum size possible in the space available.", + "Your reach increases to 30 feet.", + "Your natural weapon attacks deal a further 1d6 damage, to a total of 2d6 extra damage.", + "When an ally starts its turn within 30 feet of you, it gains temporary hit points equal to half your druid level. A creature other than you must be below half its hit point maximum to benefit from this ability, and this ability has no effect on undead and constructs.", + "The ground within 30 feet of you is difficult terrain for your enemies.", + "Your weapon attacks deal double damage to objects and structures." ] } ] }, { - "name": "Weapon Integration Unit", + "name": "Circle of Cataclysm", "source": "UltimateAdventurer", - "page": 42, - "featureType": [ - "MagMod" - ], + "page": 72, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Cataclysm", + "subclassSource": "UltimateAdventurer", + "level": 2, "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.", + "Druids in the Circle of Cataclysm embody the most destructive manifestations of nature's power. Channeling the untamed might of natural catastrophes such as earthquakes, tsunamis, and volcanoes, these spellcasters destroy their enemies with none of the subtlety typical of druids. Members of this circle see themselves as agents of the end times, heralds of ruination, and deliverers of nature's judgment.", { - "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." - ] + "type": "refSubclassFeature", + "subclassFeature": "Cataclysmic Font|Druid||Cataclysm|UltimateAdventurer|2" } - ] + ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Circle-of-the-Cataclysm.webp" }, { - "name": "Box Trap", + "name": "Cataclysmic Font", "source": "UltimateAdventurer", - "page": 56, - "featureType": [ - "Mime" - ], + "page": 72, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Cataclysm", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "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." + "When you choose this circle at 2nd level, you are infused with the terrible strength of nature. You are a font of destructive energy waiting to be unleashed. You have a pool of cataclysmic energy represented by a number of d4s equal to your druid level.", + "When you cast a druid spell of 1st level or higher that deals damage, you can spend a number of these dice up to the spell's level. When you do, roll the spent dice and add them to the initial damage dealt by the spell.", + "You regain all of the expended dice when you finish a long rest." ] }, { - "name": "Empty Calories", + "name": "Rubble and Ruin", "source": "UltimateAdventurer", - "page": 56, - "featureType": [ - "Mime" - ], + "page": 72, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Cataclysm", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, "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." + "Starting at 6th level, damage from your druid spells is doubled against objects and structures." ] }, { - "name": "Imaginary Weapon", + "name": "Potent Cantrip", "source": "UltimateAdventurer", - "page": 56, - "featureType": [ - "Mime" - ], + "page": 72, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Cataclysm", + "subclassSource": "UltimateAdventurer", + "level": 10, + "header": 2, "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." + "At 10th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against one of your druid cantrips, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip." ] }, { - "name": "Rope Pull", + "name": "Catastrophic Damage", "source": "UltimateAdventurer", - "page": 57, - "featureType": [ - "Mime" - ], + "page": 72, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Cataclysm", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, "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." + "At 14th level, when you roll damage for a druid spell, you can use your reaction and expend a use of your Wild Shape to reroll a number of the damage dice up to your Wisdom modifier (minimum 1). You must use the new rolls." ] }, { - "name": "Slippery Terrain", + "name": "Circle of Succulents", "source": "UltimateAdventurer", - "page": 57, - "featureType": [ - "Mime" - ], + "page": 75, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Succulents", + "subclassSource": "UltimateAdventurer", + "level": 2, "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." - ] + "There is one goal for druids of the Circle of Succulents: survive. They don't necessarily aim to defeat unnatural forces in the world, but rather to outlast them, as the toughest plants in nature commonly do. These druids typically hail from warmer climates, where succulents are common.", + { + "type": "refSubclassFeature", + "subclassFeature": "Shifting Resources|Druid||Succulents|UltimateAdventurer|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Tough As Nails|Druid||Succulents|UltimateAdventurer|2" + } + ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Circle-of-the-Succulents.webp" }, { - "name": "Unseen Shield", + "name": "Shifting Resources", "source": "UltimateAdventurer", - "page": 57, - "featureType": [ - "Mime" - ], + "page": 75, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Succulents", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "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." + "When you choose this circle at 2nd level, you are able to strengthen your wild shape forms with the energy you have stockpiled. When you use your action to wild shape, you can expend Hit Dice to grant your wild shape form temporary hit points. For each Hit Die expended, roll the die and add your Constitution modifier to the result (minimum of 1). You gain temporary hit points equal to the total." ] }, { - "name": "Trust Bridge", + "name": "Tough As Nails", "source": "UltimateAdventurer", - "page": 57, - "featureType": [ - "Mime" - ], + "page": 75, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Succulents", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "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." + "Also at 2nd level, your wild shape forms become as durable as the plants you adore. While you are transformed by Wild Shape, you gain a bonus to your AC equal to half your proficiency bonus.", + "Additionally, your beast forms exhibit sharp needle like barbs. Immediately after a creature makes a melee attack against you, it takes 1d4 piercing damage. This piercing damage is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. This damage increases by 1d4 at 5th level (2d4), 11th level (3d4) and 17th level (4d4)." ] }, { - "name": "Windy Day", + "name": "Spell Stockpile", "source": "UltimateAdventurer", - "page": 57, - "featureType": [ - "Mime" - ], + "page": 76, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Succulents", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, "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." + "At 6th level, you gain the ability to stockpile resources for a later date. Each time you regain spell slots when you finish a long rest, you can stockpile one spell slot at the highest level you had remaining before the long rest. If the spell slot was higher than 5th level, you stockpile it as a 5th level spell slot. The stockpiled spell slot is lost when you use it to cast a spell or you use this feature to stockpile a new spell slot." ] }, { - "name": "Animal Bond", + "name": "Hard To Kill", "source": "UltimateAdventurer", - "page": 90, - "featureType": [ - "Dis", - "NDis" - ], + "page": 76, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Succulents", + "subclassSource": "UltimateAdventurer", + "level": 10, + "header": 2, "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" - } + "At 10th level, your natural resilience extends to the point of defying death. You can go without food, water, and sleep for 30 days at a time without suffering exhaustion or death. Also, when you are reduced to 0 hit points but not killed outright, you can use your reaction and expend a spell slot to drop to a number of hit points equal to 5 x the level of the expended spell slot instead." ] }, { - "name": "Aura Detection", + "name": "Resource Grind", "source": "UltimateAdventurer", - "page": 90, - "featureType": [ - "Dis", - "NDis" - ], + "page": 76, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Succulents", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, "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" - } + "At 14th level, your ability to gather resources accelerates. When you finish a long rest, you replenish all of your Hit Dice instead of half and you can stockpile two of your remaining spell slots instead of one." ] }, { - "name": "Battlemind", + "name": "Circle of Spirit", "source": "UltimateAdventurer", - "page": 90, - "featureType": [ - "Dis", - "LDis" - ], + "page": 74, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spirit", + "subclassSource": "UltimateAdventurer", + "level": 2, "entries": [ - "You can spend 2 ki points to cast {@spell heroism}." - ], - "additionalSpells": [ + "Druids of the Circle of Spirit are the shamans and spirit-talkers of the Old Faith. While other druids turn their focus to the emulation of the natural world or beasts, shamans learn to commune with the spirits and ethereal beings that remain hidden from mortal senses. Not satisfied by merely peering into the invisible realm, shamans learn to call spirits from it, channeling their power and using it as their own.", { - "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": [ + "type": "refSubclassFeature", + "subclassFeature": "Shamanic Vision|Druid||Spirit|UltimateAdventurer|2" + }, { - "innate": { - "_": { - "resource": { - "2": [ - "absorb elements|XGE" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" + "type": "refSubclassFeature", + "subclassFeature": "Spirit Door|Druid||Spirit|UltimateAdventurer|2" } - ] + ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Circle-of-the-Spirit.webp" }, { - "name": "Mental Whispers", + "name": "Shamanic Vision", "source": "UltimateAdventurer", - "page": 90, - "featureType": [ - "Dis", - "DDis" - ], + "page": 74, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spirit", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "entries": [ - "You can spend 2 ki points to cast {@spell dissonant whispers}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "2": [ - "dissonant whispers" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Starting at 2nd level, you gain proficiency with the Perception skill if you don't already have it.", + "In addition, you can use an action to attune yourself to the invisible world. When you do so, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. This shamanic sight remains for 1 minute. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest." ] }, { - "name": "Presence Attunement", + "name": "Spirit Door", "source": "UltimateAdventurer", - "page": 90, - "featureType": [ - "Dis", - "NDis" - ], + "page": 74, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spirit", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "entries": [ - "You can use your action to access minor presence powers. When you use this discipline, choose one of the following effects:", + "Starting at 2nd level, you can use a bonus action and expend a use of your Wild Shape to channel a spirit of your choice for a number of hours equal to half your druid level (rounded down). While you channel the spirit, you gain its corresponding benefits and its spells count as druid spells for you based on your level.", { - "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." + "type": "entries", + "name": "Chieftain", + "entries": [ + "You can add half your proficiency bonus, rounded down, to any {@skill Persuasion}, {@skill Insight}, and {@skill History} ability checks you make that don't already include your proficiency bonus." ] - } - ], - "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": [ + "type": "entries", + "name": "Warrior", + "entries": [ + "You can add half your proficiency bonus, rounded down, to any {@skill Athletics}, {@skill Acrobatics}, and {@skill Intimidation} ability checks you make that don't already include your proficiency bonus." + ] + }, { - "innate": { - "_": { - "resource": { - "2": [ - "drain|UltimateAdventurer" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" + "type": "entries", + "name": "Trickster", + "entries": [ + "You can add half your proficiency bonus, rounded down, to any {@skill Deception}, {@skill Sleight of Hand}, and {@skill Stealth} ability checks you make that don't already include your proficiency bonus." + ] + }, + { + "type": "table", + "caption": "Chieftain Spirit's Spells", + "colLabels": [ + "Druid Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "2nd", + "{@spell command}, {@spell heroism}" + ], + [ + "3rd", + "{@spell calm emotions}, {@spell zone of truth}" + ], + [ + "5th", + "{@spell spirit guardians}, {@spell tongues}" + ], + [ + "7th", + "{@spell aura of life}, {@spell aura of purity}" + ], + [ + "9th", + "{@spell dream}, {@spell tale of hope & woe|UltimateAdventurer}" + ] + ] + }, + { + "type": "table", + "caption": "Warrior Spirit's Spells", + "colLabels": [ + "Druid Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "2nd", + "{@spell ensnaring strike}, {@spell wrathful smite}" + ], + [ + "3rd", + "{@spell magic weapon}, {@spell warding bond}" + ], + [ + "5th", + "{@spell fear}, {@spell elemental weapon}" + ], + [ + "7th", + "{@spell death ward}, {@spell staggering smite}" + ], + [ + "9th", + "{@spell primordial weapon|UltimateAdventurer}, {@spell steel wind strike|XGE}" + ] + ] + }, + { + "type": "table", + "caption": "Trickster Spirit's Spells", + "colLabels": [ + "Druid Level", + "Spells" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "2nd", + "{@spell disguise self}, {@spell tasha's hideous laughter}" + ], + [ + "3rd", + "{@spell invisibility}, {@spell suggestion}" + ], + [ + "5th", + "{@spell major image}, {@spell nondetection}" + ], + [ + "7th", + "{@spell confusion}, {@spell greater invisibility}" + ], + [ + "9th", + "{@spell mislead}, {@spell modify memory}" + ] + ] } ] }, { - "name": "Presence Heal", + "name": "Spirit Walks With You", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "LDis" - ], + "page": 75, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spirit", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, "entries": [ - "You can spend 2 ki points to cast {@spell cure wounds}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "2": [ - "cure wounds" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Starting at 6th level, you can use a bonus action to use your Spirit Door feature without expending a use of your Wild Shape. When you do, you regain your highest level expended spell slot of 5th level or lower. Once you use this feature, you can't use it again until you finish a long rest." ] }, { - "name": "Presence Push", + "name": "Invisible World Attunement", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "NDis" - ], + "page": 75, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spirit", + "subclassSource": "UltimateAdventurer", + "level": 10, + "header": 2, "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." + "Starting at 10th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.", + "Additionally, when a creature attacks you, your inability to see it doesn't grant it advantage on the attack roll." ] }, { - "name": "Presence Throw", + "name": "Ethereal Body", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "NDis" - ], + "page": 75, + "className": "Druid", + "classSource": "PHB", + "subclassShortName": "Spirit", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, "entries": [ - "You can spend 2 ki points to cast {@spell catapult|XGE}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "2": [ - "catapult|XGE" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Starting at 14th level, you can use your action to cast the {@spell etherealness} spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest." ] }, { - "name": "Reinforce Will", + "name": "The Grey Guild", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "LDis" - ], + "page": 141, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Grey Guild", + "subclassSource": "UltimateAdventurer", + "level": 2, "entries": [ - "You can spend 2 ki points to cast {@spell bless}." - ], - "additionalSpells": [ + "Wizards of the Grey Guild arcane tradition eschew a focus on one specific school of magic in favor of an arcane specialty in duplicity and espionage. In some worlds, all wizards of this tradition belong to one organization with its own overarching goals and schemes while in others, the Grey Guild is a methodology used by individual wizards and arcane organizations in competition with one another. Regardless of which is the case in your world, wizards of the Grey Guild have a bad reputation amongst wizards of other traditions given their proclivity for hoarding magical secrets from other spellcasters.", { - "innate": { - "_": { - "resource": { - "2": [ - "bless" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" + "type": "refSubclassFeature", + "subclassFeature": "Grimoire Codex|Wizard||Grey Guild|UltimateAdventurer|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Bonus Proficiencies|Wizard||Grey Guild|UltimateAdventurer|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Encoded Speech|Wizard||Grey Guild|UltimateAdventurer|2" } - ] + ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Order-of-the-Grey Guild.webp" }, { - "name": "Weaken Will", + "name": "Grimoire Codex", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "DDis" - ], + "page": 141, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Grey Guild", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "entries": [ - "You can spend 2 ki points to cast {@spell bane}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "2": [ - "bane" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Beginning when you select this school at 2nd level, you translate your spellbook into a code only you can understand. When you add additional spells to your spellbook, they are encoded as well. Other wizards cannot copy spells from your spellbook unless you assist them by translating your writing out of this coded language." ] }, { - "name": "Weapon Throwing", + "name": "Bonus Proficiencies", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "NDis" + "page": 141, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Grey Guild", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, + "skillProficiencies": [ + { + "choose": { + "from": [ + "deception", + "insight", + "investigation", + "perception", + "sleight of hand", + "stealth" + ], + "count": 2 + } + } ], "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." + "At 2nd level, you gain proficiency in two of the following skills of your choice: Deception, Insight, Investigation, Perception, Sleight of Hand, or Stealth." ] }, { - "name": "Conquer Emotion", + "name": "Encoded Speech", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "LDis" - ], - "prerequisite": [ - { - "level": 7 - } - ], + "page": 141, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Grey Guild", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "entries": [ - "You can spend 3 ki points to cast {@spell calm emotions}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "3": [ - "calm emotions" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Also starting at 2nd level, you can use a bonus action on your turn to magically encode your speech for 10 minutes. When you do, choose a number of creatures you can see up to your Intelligence modifier + your wizard level. Chosen creatures understand the encoded messages within your speech.", + "All other creatures hear you speaking about a subject of your choice and can make a Wisdom saving throw against your spell save DC. On a success, a creature suspects you are speaking code but doesn't understand the message. On a failure, it is clueless to your subterfuge.", + "Once you use this feature, you must finish a short or long rest to use it again." ] }, { - "name": "Invade Mind", + "name": "Arcane Occultation", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "DDis" - ], - "prerequisite": [ - { - "level": 7 - } - ], + "page": 141, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Grey Guild", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, "entries": [ - "You can spend 3 ki points to cast {@spell mind spike|XGE}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "3": [ - "mind spike|XGE" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Starting at 6th level, the Weave intervenes in the minds of others to obscure your comings and goings. When you interact with a humanoid for 10 minutes or less, you can choose to force the creature to make an Intelligence saving throw against your spell save DC. Creatures who already know you personally have advantage on this saving throw. On a failure, the creature forgets all the details of the interaction as soon as it is over, including your identity and any of your identifying characteristics." ] }, { - "name": "Mind Search", + "name": "Conspiracy of One", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "NDis" - ], - "prerequisite": [ - { - "level": 7 - } - ], + "page": 142, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Grey Guild", + "subclassSource": "UltimateAdventurer", + "level": 10, + "header": 2, "entries": [ - "You can spend 3 ki points to cast {@spell detect thoughts}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "3": [ - "detect thoughts" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "By 10th level, you have learned to trust no one but yourself. That would pose a problem for the agents of the Grey Guild except that they learn to form a conspiracy of one. As an action, you can expend a spell slot to create a number of conspirators equal to the level of the spell slot expended. Each conspirator appears in its own unoccupied space within 30 feet of you.", + "Conspirators are indistinguishable from one another and from you. Each conspirator has your Armor Class, saving throw proficiencies, and other attributes but evaporates into shadows and spiderwebs when it takes any damage. It is immune to all conditions. When you take an action, you can choose to take it as if you occupied the same space as any one of your conspirators.", + "While you have one or more conspirators, you can use a bonus action to swap places via teleportation with a conspirator of your choice who is on the same plane as you. As an action, you can sense through a chosen conspirator's senses indefinitely until you choose to end the ability or the conspirator is destroyed. Your conspirators have the same senses as you. While you are sensing through a conspirator, you are blind and deaf in regard to your own senses.", + "After an hour, or 8 hours if you expended a spell slot of 6th level or higher to create your conspirators, all remaining conspirators are destroyed. Whenever a conspirator is destroyed or evaporates into shadows and spiderwebs, you can use a reaction immediately after to teleport to the nearest unoccupied space closest to where the conspirator was.", + "Once you use this feature, you must finish a long rest before you can do so again." ] }, { - "name": "Mind Trick", + "name": "Ethereal Infiltrator", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "NDis" - ], - "prerequisite": [ - { - "level": 7 - } - ], + "page": 142, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Grey Guild", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, "entries": [ - "You can spend 3 ki points to cast {@spell suggestion}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "3": [ - "suggestion" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Starting at 14th level, while you are in dim light or darkness, you can move through creatures and objects. If you end your turn inside a creature or object, you take 1d10 force damage for each 5 feet between you and the nearest unoccupied space, then you teleport to that space." ] }, { - "name": "Presence Blind", + "name": "School of Fundamentals", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "LDis" - ], - "prerequisite": [ + "page": 142, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fundamentals", + "subclassSource": "UltimateAdventurer", + "level": 2, + "entries": [ + "The School of Fundamentals is comprised of wizards who believe that the greatest mages are those who have mastered the foundations. While other schools delve into study of a particular type of spell, you have focused your efforts on the building blocks of spellcasting: cantrips. Detractors of this school mock the fundamentalists as those who waste their time with the minutiae of spells that the most inexperienced of apprentices could cast. You know, however, that the ability to cast a spell shares little in common with the mastery required to cast it with precision and potency.", + "As a fundamentalist wizard, you give cantrips the respect that is their due, studying their every detail and fine tuning every aspect of their components as though they are 9th-level spells. You add them to your spellbook and prepare them like other wizards would only with their leveled spells, knowing that the perfection of these seemingly rudimentary techniques will lead to greater heights than the other schools could ever imagine.", { - "level": 7 + "type": "refSubclassFeature", + "subclassFeature": "Cantrip Savant|Wizard||Fundamentals|UltimateAdventurer|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Augmented Fundamentals|Wizard||Fundamentals|UltimateAdventurer|2" } ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Order-of-the-Fundamentals.webp" + }, + { + "name": "Cantrip Savant", + "source": "UltimateAdventurer", + "page": 142, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fundamentals", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "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" - } + "Beginning when you select this school at 2nd level, you can copy cantrips into your spellbook in a similar manner to copying spells of 1st level and higher. When you find a wizard cantrip, you can add it into your spellbook by spending 2 hours and 50 gp. The cost represents material components you expend as you experiment with the cantrip to master it, as well as the fine inks you need to record it.", + "The three wizard cantrips you know from your Spellcasting class feature are automatically added to your spellbook without time or cost. When you learn an additional wizard cantrip upon reaching 4th and 10th level in this class, the spell you choose is also added to your spellbook without time or cost.", + "Additionally, you prepare cantrips from your spellbook in a similar manner to how you prepare your wizard spells of 1st level and higher. To do so, choose a number of wizard cantrips from your spellbook up to 2 + the number in the Cantrips Known column of the Wizard table for your level. You can change your list of prepared cantrips whenever you finish a long rest. Doing so requires you to spend 1 minute studying your spellbook." ] }, { - "name": "Presence Choke", + "name": "Augmented Fundamentals", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "DDis" - ], - "prerequisite": [ - { - "level": 7 - } - ], + "page": 142, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fundamentals", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "entries": [ - "You can spend 3 ki points to cast {@spell throat rend|UltimateAdventurer}." - ], - "additionalSpells": [ + "Also starting at 2nd level, you can channel more of your magical power into a wizard cantrip you cast, causing it to have greater effects. When you cast a wizard cantrip, you can expend a spell slot to augment its effects in one of the following ways.", { - "innate": { - "_": { - "resource": { - "3": [ - "throat rend|UltimateAdventurer" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" + "type": "entries", + "name": "Empower", + "entries": [ + "If the cantrip deals damage, the first damage roll you make for the cantrip this turn is increased by {@dice 1d8} per level of the expended spell slot." + ] + }, + { + "type": "entries", + "name": "Extend", + "entries": [ + "If the cantrip has a duration longer than 1 round, its duration is extended based on the level of the expended spell slot: by 10 minutes for 1st through 3rd level, by 1 hour for 4th through 6th level, or by 8 hours for 7th level or higher." + ] + }, + { + "type": "entries", + "name": "Further", + "entries": [ + "If the cantrip has a range other than Self, its range increases based on the level of the expended spell slot: by 30 feet per level for 1st through 8th level, or its range changes to Sight for 9th level." + ] + }, + { + "type": "entries", + "name": "Multiply", + "entries": [ + "If the cantrip can target only a single creature or object, you can target an additional creature or object in range for each level of the expended spell slot. If the cantrip requires a spell attack, you make only one attack roll, which is then applied to each target." + ] } ] }, { - "name": "Presence Hold", + "name": "Enhanced Cantrips", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "NDis" - ], - "prerequisite": [ - { - "level": 7 - } - ], + "page": 143, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fundamentals", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, "entries": [ - "You can spend 3 ki points to cast {@spell levitate} targeting a creature or object other than yourself." - ], - "additionalSpells": [ + "Starting at 6th level, your intensive study of cantrips enhances your ability to cast them. You gain the following benefits:", { - "innate": { - "_": { - "resource": { - "3": [ - "levitate" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" + "type": "list", + "items": [ + "You can add your Intelligence modifier to the first damage roll of any cantrip you cast during your turn.", + "When you cast a cantrip that doesn't deal damage, you gain a number of temporary hit points equal to your Intelligence modifier (minimum 1). You lose these temporary hit points after 1 minute.", + "You can cast cantrips from your spellbook that you don't have prepared. When you cast a cantrip this way, its casting time increases by 10 minutes." + ] } ] }, { - "name": "Presence Grip", + "name": "Subconscious Focus", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "NDis" - ], - "prerequisite": [ - { - "level": 7 - } - ], + "page": 143, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fundamentals", + "subclassSource": "UltimateAdventurer", + "level": 10, + "header": 2, "entries": [ - "You can spend 3 ki points to cast {@spell hold person}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "3": [ - "hold person" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Starting at 10th level, you have such a comprehensive understanding of cantrips that you can concentrate on them with minimal mental effort. You can concentrate on up to two spells simultaneously, provided that one or both of them is a cantrip." ] }, { - "name": "Presence Sight", + "name": "Universal Theory of Fundamentals", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "NDis" - ], - "prerequisite": [ - { - "level": 7 - } - ], + "page": 143, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Fundamentals", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, "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." + "Starting at 14th level, your understanding of cantrips transcends the realm of purely arcane magicks. All cantrips count as wizard spells for you, allowing you to copy any cantrip you find into your spellbook.", + "Additionally, when you expend a spell slot of 2nd level or higher to use your Augmented Fundamentals, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than 5th level." ] }, { - "name": "Presence Whirlwind", + "name": "School of Mnemomancy", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "NDis" - ], - "prerequisite": [ - { - "level": 7 - } - ], + "page": 146, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Mnemomancy", + "subclassSource": "UltimateAdventurer", + "level": 2, "entries": [ - "You can spend 3 ki points to cast {@spell dust devil|XGE}." - ], - "additionalSpells": [ + "Wizards of the School of Mnemomancy wield the magic of memory, capable of being both bastions of knowledge and infiltrators of minds. As a mnemomancer, you augment your own ability to recall knowledge and experiences, while sealing the memories of your foes. As your mastery grows, you gain the ability to vividly experience others' memories and borrow their capabilities, as well as alter memories as you see fit.", { - "innate": { - "_": { - "resource": { - "3": [ - "dust devil|XGE" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" + "type": "refSubclassFeature", + "subclassFeature": "Mind Palace|Wizard||Mnemomancy|UltimateAdventurer|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Recollection Snag|Wizard||Mnemomancy|UltimateAdventurer|2" } - ] + ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Order-of-the-Mnemomancy.webp" }, { - "name": "See Truth", + "name": "Mind Palace", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "LDis" - ], - "prerequisite": [ - { - "level": 7 - } - ], + "page": 146, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Mnemomancy", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "entries": [ - "You can spend 3 ki points to cast {@spell see invisibility}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "3": [ - "see invisibility" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Beginning when you select this school at 2nd level, your memories are magically organized and stored within your mind for near perfect recall. When you make an Intelligence check to recall information or other memories, you can add your proficiency bonus to the check if you wouldn't normally add your proficiency bonus." ] }, { - "name": "Summon Darkness", + "name": "Recollection Snag", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "DDis" - ], - "prerequisite": [ - { - "level": 7 - } - ], + "page": 146, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Mnemomancy", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "entries": [ - "You can spend 3 ki points to cast {@spell darkness}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "3": [ - "darkness" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Also starting at 2nd level, you can magically search a creature's memories and seal a facet of its knowledge. As an action, you can expend a spell slot and force a creature you can see within 30 feet of you to make an Intelligence saving throw against your spell save DC. On a failure, you learn if the creature knows any spells or has any prepared and what those spells are, what languages it knows, and what skill and weapon proficiencies it has. You choose a combined number of spells, languages, and proficiencies up to the level of the expended spell slot for the creature to lose for 1 hour. The creature can't cast any lost spell, benefit from any lost proficiency, or understand, speak, or write any lost language for the duration. As an action on its turn, an affected creature can repeat the saving throw, ending this feature's effects on itself on a success." ] }, { - "name": "Danger Vision", + "name": "Shared Reminiscence", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "LDis" - ], - "prerequisite": [ - { - "level": 13 - } - ], + "page": 147, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Mnemomancy", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, "entries": [ - "You can spend 4 ki points to cast {@spell premonition|UltimateAdventurer}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "4": [ - "premonition|UltimateAdventurer" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Starting at 6th level, you can borrow memories from others to augment your own abilities. You can perform a 10 minute ritual with a willing creature, remaining within 5 feet of it for the duration. At the end of the ritual, the creature can share any number of the spells it knows or has prepared, any number of languages it knows, and any number of skill and tool proficiencies it has. You choose one of the shared spells, languages, or proficiencies to gain for yourself. The creature can also choose to share a memory that lasted no longer than 10 minutes, which you experience with perfect clarity through the creature's eyes.", + "If you choose to gain a cantrip, language, or proficiency, you have it until you use this feature to gain a different one of the same category.", + "If you choose to gain a spell of 1st level or higher, it counts as being prepared for you, but it doesn't count against the number of spells you can prepare each day. The combined level of spells you have through this feature can't exceed half your wizard level (rounded up). If you use this feature to gain a spell that would cause your total to exceed the maximum, you must choose a number of spells gained through this feature to lose until the total is within your maximum.", + "Each spell you gain using this feature counts as a wizard spell for you until you lose it." ] }, { - "name": "Farsight", + "name": "Mental Block", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "NDis" - ], - "prerequisite": [ - { - "level": 13 - } - ], + "page": 147, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Mnemomancy", + "subclassSource": "UltimateAdventurer", + "level": 10, + "header": 2, "entries": [ - "You can spend 4 ki points to cast {@spell clairvoyance}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "4": [ - "clairvoyance" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Starting at 10th level, you ward your mind against intrusion. You are immune to any effect that would magically sense your emotions, read your thoughts, or cause you to become charmed or frightened." ] }, { - "name": "Hibernation Trance", + "name": "Memory Manipulation", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "LDis" - ], - "prerequisite": [ - { - "level": 13 - } - ], + "page": 147, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Mnemomancy", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, "entries": [ - "You can spend 4 ki points to cast {@spell feign death}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "4": [ - "feign death" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "At 14th level, you become able to alter fine details of memories, not just read them. You always have the {@spell modify memory} spell prepared, and it doesn't count against the number of spells you can prepare each day. When you cast the spell, you don't need to provide its verbal components, the target doesn't have advantage on its saving throw against the spell due to you fighting it, you can telepathically speak to the target to describe how its memories are affected, and the target doesn't need to understand the language you are speaking for the modified memories to take root.", + "Additionally, you can cast modify memory without expending a spell slot, as if you had expended the highest level spell slot you have. Once you do, you can't cast the spell without expending a spell slot again until you finish a long rest." ] }, { - "name": "Mental Defense", + "name": "Theurgy", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "NDis" - ], - "prerequisite": [ + "page": 150, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Theurgy", + "subclassSource": "UltimateAdventurer", + "level": 2, + "entries": [ + "You have a deep faith in the transcendent nature of the multiverse. Although you may honor a particular god or goddess, you recognize them as manifestations of a divinity that suffuses all reality. You feel most in touch with this divinity when working magic, which you view as a sacred act between the fabric of existence and all living beings. Theurgists are often at odds with their more orthodox colleagues from other traditions who prefer studying the laws of reality to meditating on its inscrutable nature.", { - "level": 13 + "type": "refSubclassFeature", + "subclassFeature": "Arcane Apostle|Wizard||Theurgy|UltimateAdventurer|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Wizard||Theurgy|UltimateAdventurer|2" } ], + "foundryImg": "https://raw.githubusercontent.com/TheGiddyLimit/homebrew-img/main/img/UltimateAdventurer/Order-of-the-Theurgy.webp" + }, + { + "name": "Arcane Apostle", + "source": "UltimateAdventurer", + "page": 150, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Theurgy", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "entries": [ - "You can spend 4 ki points to cast {@spell intellect fortress|TCE}." - ], - "additionalSpells": [ + "Beginning when you select this school at 2nd level, your memories are magically organized and stored within your mind for near perfect recall. When you make an Intelligence check to recall information or other memories, you can add your proficiency bonus to the check if you wouldn't normally add your proficiency bonus.", { - "innate": { - "_": { - "resource": { - "4": [ - "intellect fortress|TCE" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" + "type": "table", + "caption": "Theurge Cleric Spell Level", + "colLabels": [ + "Wizard Level", + "Cleric Spell Level" + ], + "colStyles": [ + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + "2nd", + "1st" + ], + [ + "6th", + "2nd" + ], + [ + "10th", + "3rd" + ], + [ + "14th", + "4th" + ], + [ + "18th", + "5th" + ] + ] } ] }, { - "name": "Presence Deflection", + "name": "Channel Divinity", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "NDis" - ], - "prerequisite": [ - { - "level": 13 - } - ], + "page": 150, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Theurgy", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "entries": [ - "You can spend 4 ki points to cast {@spell mage barrier|UltimateAdventurer}." - ], - "additionalSpells": [ + "At 2nd level, you gain the ability to channel divine energy directly from the multiverse. You start with two such effects: Divine Arcana and Supernal Sight.", + "When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.", + "Some Channel Divinity effects require saving throws. When you use such an effect, the save DC equals your spell save DC.", + "When you reach 10th level in this class, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.", { - "innate": { - "_": { - "resource": { - "4": [ - "mage barrier|UltimateAdventurer" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity: Divine Arcana|Wizard||Theurgy|UltimateAdventurer|2" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity: Supernal Sight|Wizard||Theurgy|UltimateAdventurer|2" } ] }, { - "name": "Presence Lightning", + "name": "Channel Divinity: Divine Arcana", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "DDis" - ], - "prerequisite": [ - { - "level": 13 - } - ], + "page": 150, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Theurgy", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "entries": [ - "You can spend 4 ki points to cast {@spell lightning bolt}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "4": [ - "lightning bolt" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "As a bonus action, you speak a prayer to control the flow of magic around you. The next spell you cast gains a +2 bonus to its attack roll or saving throw DC, as appropriate." ] }, { - "name": "Seed Paranoia", + "name": "Channel Divinity: Supernal Sight", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "DDis" - ], - "prerequisite": [ - { - "level": 13 - } - ], + "page": 151, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Theurgy", + "subclassSource": "UltimateAdventurer", + "level": 2, + "header": 1, "entries": [ - "You can spend 4 ki points to cast {@spell enemies abound|XGE}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "4": [ - "enemies abound|XGE" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "As an action, you open your senses to the divine and arcane elements in the world, allowing you to detect their influence within 30 feet of you for the next minute. Within this range, you can sense the presence of magic and know if there is an aberration, celestial, elemental, fey, fiend, or undead (as well as where the creature is located). If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. In addition, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.", + "This ability can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt." ] }, { - "name": "Summon Fear", + "name": "Daily Devotion", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "DDis" - ], - "prerequisite": [ - { - "level": 13 - } - ], + "page": 151, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Theurgy", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, "entries": [ - "You can spend 4 ki points to cast {@spell fear}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "4": [ - "fear" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "At 6th level, choose three divine domains. As part of completing a long rest you can contemplate these facets of the divine, selecting one of the three chosen divine domains. Until you use this feature again, add the selected domain’s 2nd level Channel Divinity effect to the options you can choose when using your Channel Divinity." ] }, { - "name": "Summon Light", + "name": "Empyreal Resilience", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "LDis" - ], - "prerequisite": [ - { - "level": 13 - } + "page": 151, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Theurgy", + "subclassSource": "UltimateAdventurer", + "level": 10, + "header": 2, + "resist": [ + "radiant" ], "entries": [ - "You can spend 4 ki points to cast {@spell daylight}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "4": [ - "daylight" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Starting at 10th level, you have resistance to radiant damage." ] }, { - "name": "Destroy Life", + "name": "Radiant Countenance", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "DDis" - ], - "prerequisite": [ - { - "level": 19 - } - ], + "page": 151, + "className": "Wizard", + "classSource": "PHB", + "subclassShortName": "Theurgy", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, "entries": [ - "You can spend 5 ki points to cast {@spell blight}." - ], - "additionalSpells": [ + "Starting at 14th level, you can use an action to shed your mundane form for a radiant countenance for the next minute. While you have a radiant countenance, you gain the following benefits:", { - "innate": { - "_": { - "resource": { - "5": [ - "blight" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "type": "list", + "items": [ + "You shed bright light out to 150 feet and dim light out 150 feet beyond that.", + "Attacks made against you by creatures without blindsight have disadvantage.", + "When you cast a spell that deals damage, you can choose for the damage to be radiant instead of its normal damage type." + ] + }, + "Once you use this feature, you can't use it again until you finish a long rest." ] }, { - "name": "Enhance Prowess", + "name": "Apothecary", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "NDis" - ], - "prerequisite": [ - { - "level": 19 - } - ], + "page": 112, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Apothecary", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, "entries": [ - "You can spend 5 ki points to cast {@spell freedom of movement}." - ], - "additionalSpells": [ + "You have trained in the science of chemistry and learned to make a variety of concoctions that heal and harm. You may specialize in cruel poisons and admixtures that debilitate your enemy, restoratives and drugs that empower your allies, or dabble in both. Apothecaries often learn their craft under a mentor or at an academic institution, but it's also possible to learn this science through books and experimentation.", { - "innate": { - "_": { - "resource": { - "5": [ - "freedom of movement" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" + "type": "refSubclassFeature", + "subclassFeature": "Chemist|Rogue|PHB|Apothecary|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Craft Concoction|Rogue|PHB|Apothecary|UltimateAdventurer|3|UltimateAdventurer" } ] }, { - "name": "Honorable Combat", + "name": "Chemist", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "LDis" - ], - "prerequisite": [ - { - "level": 19 - } - ], + "page": 112, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Apothecary", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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" - } + "Starting at 3rd level, you gain proficiency with alchemist's supplies, the herbalism kit, and the poisoner's kit. Your proficiency bonus is doubled for any ability check you make that uses any of those proficiencies." ] }, { - "name": "Presence Resilience", + "name": "Craft Concoction", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "LDis" - ], - "prerequisite": [ - { - "level": 19 - } - ], + "page": 112, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Apothecary", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "entries": [ - "You can spend 5 ki points to cast {@spell aura of purity}." - ], - "additionalSpells": [ + "When you choose this archetype at 3rd level, you learn to craft poisons, tinctures, and admixtures from materials you have on hand.", { - "innate": { - "_": { - "resource": { - "5": [ - "aura of purity" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "type": "entries", + "name": "Concoctions", + "entries": [ + "You learn three concoctions of your choice, which are detailed under \"{@filter Concoctions|optionalfeatures|type=Conc}\" below. You learn two additional concoctions of your choice at 9th, 13th, and 17th level. Each time you gain a rogue level, you can replace one concoction you know with a different one." + ] + }, + { + "type": "entries", + "name": "Doses", + "entries": [ + "You can spend 1 minute crafting a dose of concoction you know with materials you have on hand. You can create up to 3 doses per day and regain all your expended doses when you finish a long rest. All concoctions become inert and have no effect after 24 hours. You can create an additional dose per longrest when you reach 9th (4 doses), 13th (5 doses), and 17th level (6 doses)." + ] + }, + { + "type": "entries", + "name": "Saving Throws", + "entries": [ + "Some of your concoctions require a creature to make a saving throw to resist the concoction's effects. The saving throw DC is calculated as follows:" + ] + }, + { + "type": "abilityDc", + "name": "Concoction", + "attributes": [ + "int" + ] + } ] }, { - "name": "Presence Storm", + "name": "Biochemical Lore", "source": "UltimateAdventurer", - "page": 91, - "featureType": [ - "Dis", - "DDis" - ], - "prerequisite": [ - { - "level": 19 - } - ], + "page": 112, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Apothecary", + "subclassSource": "UltimateAdventurer", + "level": 9, + "header": 2, "entries": [ - "You can spend 5 ki points to cast {@spell storm sphere|XGE}." - ], - "additionalSpells": [ - { - "innate": { - "_": { - "resource": { - "5": [ - "storm sphere|XGE" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" - } + "Starting at 9th level, when you are within 30 feet of a creature you can see, you know if it has vulnerability, resistance, or immunity to poison." ] }, { - "name": "Crane", + "name": "Preventative Measures", "source": "UltimateAdventurer", - "page": 92, - "featureType": [ - "MysTattoo" - ], + "page": 112, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Apothecary", + "subclassSource": "UltimateAdventurer", + "level": 13, + "header": 2, "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" - } + "Starting at 13th level, you have resistance to poison damage and advantage on saving throws against being poisoned." ] }, { - "name": "Eye", + "name": "Cocktail Crafter", "source": "UltimateAdventurer", - "page": 92, - "featureType": [ - "MysTattoo" - ], + "page": 112, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Apothecary", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, "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." + "Starting at 17th level, when you finish a long rest, choose one concoction you know. You make a number of doses of that concoction equal to your Intelligence modifier (minimum 1). These do not count against the doses you can make until your next long rest." ] }, { - "name": "Mandala", + "name": "Bouncer", "source": "UltimateAdventurer", - "page": 92, - "featureType": [ - "MysTattoo" - ], + "page": 114, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Bouncer", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, "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}." + "Most rogues focus on the elegant arts of infiltration, trickery, and mind games, but as a Bouncer, you prefer the simple but effective techniques of the back alleys - using anything within your reach as a weapon, even your foes themselves. You rely more on brute strength and an ability to tie your opponents in knots than cunning, though you know better than to discard any natural advantages. Other rogues may think you lack guile, but you'd rather have a reputation for an iron fist than a silver tongue.", + { + "type": "refSubclassFeature", + "subclassFeature": "Back Alley Bruiser|Rogue|PHB|Bouncer|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Anything at Hand|Rogue|PHB|Bouncer|UltimateAdventurer|3|UltimateAdventurer" + } ] }, { - "name": "Mask", + "name": "Back Alley Bruiser", "source": "UltimateAdventurer", - "page": 92, - "featureType": [ - "MysTattoo" - ], + "page": 112, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Bouncer", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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" + "When you choose this archetype at 3rd level, you augment your clandestine skills with the rough and tumble practices of the back alleys, learning to utilize everything around you to your advantage. You gain proficiency with the Athletics skill, medium armor, and improvised weapons.", + "You also gain an additional way to use your Sneak Attack; you can use your Sneak Attack against a creature when you make an attack with a melee weapon, even if it doesn't have the finesse property. All other rules of Sneak Attack still apply to you." + ] + }, + { + "name": "Anything at Hand", + "source": "UltimateAdventurer", + "page": 114, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Bouncer", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, + "entries": [ + "Starting at 3rd level, while you have a creature of your size or smaller grappled, you can use it as a melee improvised weapon. If the creature is the same size as you, you treat it as though it's a weapon with the two-handed property; otherwise, you can make the attack with only the hand you used to grapple the creature. When you do, you deal bludgeoning damage depending on the creature's size category, as shown in the Improvised Creature Weapons table. When you deal damage with a creature used as an improvised weapon, the target of the attack takes half the damage (rounded up), and the creature used as an improvised weapon takes an equal amount of bludgeoning damage. This damage is calculated before resistances, immunities, and other reductions to damage are taken into account.", + { + "type": "table", + "caption": "Improvised Creature Weapons", + "colLabels": [ + "Size Category", + "Damage Die" + ], + "colStyles": [ + "col-2 text-center", + "col-7" + ], + "rows": [ + [ + "{@b Tiny}", + "1d4" + ], + [ + "{@b Small}", + "1d6" + ], + [ + "{@b Medium}", + "1d8" + ], + [ + "{@b Large}", + "1d10" + ], + [ + "{@b Huge}", + "2d10" + ], + [ + "{@b Gargantuan}", + "3d10" + ] + ] } ] }, { - "name": "Monkey", + "name": "Barroom Brawler", "source": "UltimateAdventurer", - "page": 92, - "featureType": [ - "MysTattoo" - ], + "page": 115, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Bouncer", + "subclassSource": "UltimateAdventurer", + "level": 9, + "header": 2, "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}." + "Starting at 9th level, when you take the Attack action and make only grapple attempts, you can make a weapon attack as a bonus action this turn." ] }, { - "name": "Mountain", + "name": "Menacing Glare", "source": "UltimateAdventurer", - "page": 92, - "featureType": [ - "MysTattoo" - ], + "page": 115, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Bouncer", + "subclassSource": "UltimateAdventurer", + "level": 13, + "header": 2, "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." + "Starting at 13th level, you have a look in your eye that implies you can tie your opponents into knots. As a bonus action on your turn, you stare into the eyes of a creature you can see, and who can see you, within 30 feet of you. Make a Strength (Intimidation) check contested by the target's Wisdom (Insight) check. If you succeed, the creature is frightened of you for 1 minute, or until you use this feature on a different target. If a creature frightened this way ends its turn in a location where it doesn't have a direct line of sight to you, it regains its composure and is no longer frightened.", + "Once you use this feature on a creature, you can't use it on that creature again until you finish a long rest." ] }, { - "name": "Snake", + "name": "Ballroom Blitzer", "source": "UltimateAdventurer", - "page": 92, - "featureType": [ - "MysTattoo" - ], + "page": 115, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Bouncer", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, "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." + "Starting at 17th level, when you make an attack using a creature you have grappled, you can use your Sneak Attack even if you don't have advantage on the attack roll, but not if you have disadvantage on it." ] }, { - "name": "Spider", + "name": "Paramour", "source": "UltimateAdventurer", - "page": 92, - "featureType": [ - "MysTattoo" - ], + "page": 115, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Paramour", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, "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": [ + "Paramours are more interested in stealing hearts than gold pieces. These rogues wander from town to town and port to port having great love affairs and boisterous all-nighters, leaving a river of ex-lovers' tears in their wake. A rare callous few use their charming wiles to get what they want before leaving their doting admirers heartbroken, but most Paramours are sincere, if naive, in their pursuit of connection with others.", { - "innate": { - "_": { - "resource": { - "3": [ - "web" - ] - } - } - }, - "resourceName": "Ki", - "ability": "wis" + "type": "refSubclassFeature", + "subclassFeature": "Hopeless Romantic|Rogue|PHB|Paramour|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Sweet Nothings|Rogue|PHB|Paramour|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Thief of Hearts|Rogue|PHB|Paramour|UltimateAdventurer|3|UltimateAdventurer" } ] }, { - "name": "Sun", + "name": "Hopeless Romantic", "source": "UltimateAdventurer", - "page": 92, - "featureType": [ - "MysTattoo" - ], + "page": 115, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Paramour", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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." + "When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Deception, Insight, Perception, Performance, or Persuasion. Alternatively, you learn two languages of your choice." ] }, { - "name": "Tiger", + "name": "Sweet Nothings", "source": "UltimateAdventurer", - "page": 92, - "featureType": [ - "MysTattoo" - ], + "page": 115, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Paramour", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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." + "Also at 3rd level, you can embolden others by providing words of sweet encouragement and validation. You have a pool of soothing power that replenishes when you take a long rest. With that pool, you can grant a total number of temporary points equal to your rogue level x 5.", + "As a bonus action, you choose a creature within 30 feet that can hear you and draw power from the pool to give the creature a number of temporary hit points up to your rogue level. Alternatively, you can expend 10 temporary hit points from your pool to end the charmed or frightened condition affecting that creature." ] }, - { - "name": "Tree", + { + "name": "Thief of Hearts", "source": "UltimateAdventurer", - "page": 92, - "featureType": [ - "MysTattoo" - ], + "page": 115, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Paramour", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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" - } + "Starting at 3rd level, you can use an action to attempt to charm a humanoid who can hear you within 60 feet. When you do, the target must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for a number of hours up to your level in this class. While charmed by this feature, the creature attempts to ingratiate itself to you and treats you as a friend or, if you and your DM agree, a romantic suitor. The charmed condition ends early if you do anything harmful to the creature. How the creature feels about you after the charmed condition ends depends on how you treated it while it was charmed.", + "You can use this feature a number of times equal to your proficiency bonus, regaining any expended uses when you finish a long rest." ] }, { - "name": "Tsunami", + "name": "Language of Love", "source": "UltimateAdventurer", - "page": 92, - "featureType": [ - "MysTattoo" - ], + "page": 115, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Paramour", + "subclassSource": "UltimateAdventurer", + "level": 9, + "header": 2, "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}." + "Starting at 9th level, you can communicate non-vocally, using body language, eye contact, and gestures, with any humanoid who speaks at least one language and can see you.", + "In addition, you can target a non-humanoid creature with your Thief of Hearts feature as long as it has an Intelligence greater than 3." ] }, { - "name": "Arcane Anathema", + "name": "Jaded Jilter", "source": "UltimateAdventurer", - "page": 159, - "featureType": [ - "Mal" - ], + "page": 116, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Paramour", + "subclassSource": "UltimateAdventurer", + "level": 13, + "header": 2, "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." + "Starting at 13th level, the trail of broken hearts you leave has left you immune to similarly insincere overtures. You are immune to being charmed and have resistance to psychic damage." ] }, { - "name": "Bolstering Suppression", + "name": "Honeyed Words", "source": "UltimateAdventurer", - "page": 159, - "featureType": [ - "Mal" - ], + "page": 116, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Paramour", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, "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." + "Starting at 17th level, you can use a bonus action to shower a humanoid who can hear you within 60 feet with flattery and honeyed words. That creature has disadvantage on saving throws it makes to resist being charmed by you until the end of its next turn. Once you use this bonus action, you must finish a short or long rest before you can use it again.", + "In addition, you can use an action and expend a use of your Thief of Hearts feature to replenish the pool of soothing power from your Sweet Nothings feature grants, up to its maximum." ] }, { - "name": "Enshrouding Imprecation", + "name": "Phantom Thief", "source": "UltimateAdventurer", - "page": 160, - "featureType": [ - "Mal" - ], + "page": 116, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom Thief", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, "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." + "Theft is not just an action or a living for the Phantom Thief - it's an art form. However nice the monetary reward may be, it is not as satisfying as a plan well designed and flawlessly executed. And the Phantom Thief's plan is infallible, why else would they send a calling card announcing it? While these rogues usually steal treasure, they have been known to take other things as well: people, hearts, and the occasional life.", + { + "type": "refSubclassFeature", + "subclassFeature": "Calling Card|Rogue|PHB|Phantom Thief|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Suited for the Job|Rogue|PHB|Phantom Thief|UltimateAdventurer|3|UltimateAdventurer" + } ] }, { - "name": "Fecund Affliction", + "name": "Calling Card", "source": "UltimateAdventurer", - "page": 160, - "featureType": [ - "Mal" - ], + "page": 116, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom Thief", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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}." + "When you choose this archetype at 3rd level, you gain the confidence to alert your targets to your imminent success. You can send a calling card to a creature, someone from whom you plan to take something. The calling card can be a literal card, a symbol, a singing telegram\u2014anything that marks this heist as one of your own. A card can be designed in advance, so that it only takes an action to place it. When this calling card is placed, the target becomes warned. Additionally, choose a prize you plan to take from the warned target, which might be an object, a sum of gold, or some other tangible thing. When a target is warned, the following is true:", + { + "type": "list", + "items": [ + "The target has advantage on Wisdom checks to detect you.", + "You can use a bonus action on your turn to frighten the target for 1 minute. The target can use its action to end this effect early, provided it can't see you. Once you use this bonus action, you can't use it again until you give out another calling card.", + "You can use your Sneak Attack against the target even if you don't have advantage on the attack roll, but not if you have disadvantage on it." + ] + }, + "You can have one calling card out at a time. Your calling card ends after 24 hours or when you succeed in taking your prize, whichever comes first.", + "Once you warn a creature with a calling card, that creature becomes immune to the effects of your calling cards for 7 days." ] }, { - "name": "Hex Armor", + "name": "Suited for the Job", "source": "UltimateAdventurer", - "page": 160, - "featureType": [ - "Mal" - ], + "page": 116, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom Thief", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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." + "At 3rd level, you gain proficiency with the disguise kit and two other sets of tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses your disguise kit proficiency.", + "You also gain a new way to use your {@classFeature Cunning Action|Rogue||2} feature. You can use your bonus action to don any disguise you have prepared." ] }, { - "name": "Hostile Bane", + "name": "Ace in the Hole", "source": "UltimateAdventurer", - "page": 160, - "featureType": [ - "Mal" - ], + "page": 116, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom Thief", + "subclassSource": "UltimateAdventurer", + "level": 9, + "header": 2, "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)." + "At 9th level, you're careful in your planning, even if your party may not be. If you have a calling card out, you can use a reaction when a creature starts its turn within 120 feet of you to stop the game and flash back to any moment between now and when you sent your calling card. During this flashback, you can take one full turn to set something up to help you in the present moment, such as planting a weapon or calling allies for help. Some actions taken in the flashback may require a successful ability check at the DM's discretion. You can't use a flashback to do something that contradicts events that have already happened.", + "After you use this ability, you can't use it again until you finish a short or long rest." ] }, { - "name": "Scourge Speech", + "name": "Hole Carding", "source": "UltimateAdventurer", - "page": 160, - "featureType": [ - "Mal" - ], + "page": 117, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom Thief", + "subclassSource": "UltimateAdventurer", + "level": 13, + "header": 2, "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." + "At 13th level, you gain more power over your warned target. You can cast the {@spell scrying} spell on a warned target without providing material components. Once you cast the spell with this feature, you can't do so again until you finish a long rest.", + "Additionally, you and your party can't be surprised by your warned target or forces in its employ, such as henchfolk." ] }, { - "name": "Swift Jinx", + "name": "Full House", "source": "UltimateAdventurer", - "page": 160, - "featureType": [ - "Mal" - ], + "page": 117, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Phantom Thief", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, "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." + "Starting at 17th level, your plans become extensive, and you can include the rest of the party. Whenever you use your Ace in the Hole feature, you can bring up to 5 other creatures with you on your flashback. Each other creatures gets one action or one bonus action, performed in the order you choose." ] }, { - "name": "Capacious Anathema", + "name": "Street Rat", "source": "UltimateAdventurer", - "page": 160, - - "featureType": [ - "Mal" - ], + "page": 117, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Street Rat", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, "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": [ + "While it is not uncommon for a rogue to have the background of being an orphan in the streets, not all had to go through it alone. Street Rats are rogues who cultivated a friendship with a small pest that was just as unwanted by greater society as they were. They trained and loved this companion, caring for it as it took care of them. Many Street Rats train their vermin in performance for busking, and in thieving skills to steal food when the people around them aren't quite as generous with their coin.", + "As a Street Rat, you know that though life can be extremely difficult, you'll never have to go through it alone. After all, if even the lowliest and most despised of creatures have purpose, love, and hope, then so can we all.", { - "level": 10, - "feature": [ - "Arcane Anathema" - ] + "type": "refSubclassFeature", + "subclassFeature": "Pest Performer|Rogue|PHB|Street Rat|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Sterling Vermin|Rogue|PHB|Street Rat|UltimateAdventurer|3|UltimateAdventurer" } ] }, { - "name": "Eldritch Bane", + "name": "Pest Performer", "source": "UltimateAdventurer", - "page": 160, - "featureType": [ - "Mal" - ], + "page": 117, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Street Rat", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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" - ] - } + "When you choose this archetype at 3rd level, you gain proficiency in the Animal Handling and Performance skills if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies." ] }, { - "name": "Enervating Jinx", + "name": "Sterling Vermin", "source": "UltimateAdventurer", - "page": 160, - "featureType": [ - "Mal" - ], + "page": 118, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Street Rat", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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" - ] - } + "At 3rd level, you bond with a creature of mighty loyalty and diminutive size: a sterling vermin. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the {@creature sterling vermin|UltimateAdventurer} stat block, which uses your proficiency bonus (PB) in several places. Most sterling vermin are rats, mice, monkeys, cats, or hamsters, but your vermin can be any Tiny beast at your DM's discretion; its appearance and species have no effect on its game statistics.", + "In combat, the sterling vermin acts on your turn. It can move and use its reaction on its own, but the only action it takes on its turn is the 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. If you are incapacitated, the vermin can take any action of its choice, not just Dodge.", + "As long as your sterling vermin is alive, it regains all of its hit points whenever it finishes a short or long rest. If your sterling vermin has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it. The vermin returns to life after 1 minute with all its hit points restored. You can use this action a number of times equal to half your proficiency bonus, rounded up, and you regain your expended uses when you finish a long rest.", + "If your sterling vermin has been dead for longer than an hour, you can perform an 8 hour ritual and expend 25 gp worth of food and shiny gifts to call a new vermin, bond with it, and train it. It can take the same form as your previous sterling vermin, or a different form of your choice." ] }, { - "name": "Hex Aura", + "name": "Cunning Vermin", "source": "UltimateAdventurer", - "page": 160, - "featureType": [ - "Mal" - ], + "page": 119, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Street Rat", + "subclassSource": "UltimateAdventurer", + "level": 9, + "header": 2, "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" - ] - } + "At 9th level, you and your sterling vermin become a more adept pair. When you take the bonus action granted by your Cunning action to take the Dodge, Disengage, or Hide action, you can command your vermin to take an action as part of the same bonus action.", + "Additionally, when an attacker that your sterling vermin can see hits it with an attack, the vermin can use its reaction to halve the attack's damage against it." ] }, { - "name": "Hex Plate", + "name": "Pet Peeve", "source": "UltimateAdventurer", - "page": 160, - "featureType": [ - "Mal" - ], + "page": 119, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Street Rat", + "subclassSource": "UltimateAdventurer", + "level": 13, + "header": 2, "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" - ] - } + "Starting at 13th level, while your sterling vermin occupies the same space as another creature, attack rolls against the vermin are made with disadvantage." ] }, { - "name": "Infectious Affliction", + "name": "Adventuring Company", "source": "UltimateAdventurer", - "page": 160, - "featureType": [ - "Mal" - ], + "page": 119, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Street Rat", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, "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" - ] - } + "At 17th level, you and your sterling vermin work as a seamless unit to bring down your foes. Once per turn when your sterling vermin hits a creature with a natural weapon attack, it adds your Sneak Attack damage dice to the damage of the attack if it had advantage on the attack roll. It doesn't need advantage on the attack roll if you were within 5 feet of the target, you aren't incapacitated, and it didn't have disadvantage on the attack roll." ] }, { - "name": "Instinctual Suppression", + "name": "Zealous Inquisitor", "source": "UltimateAdventurer", - "page": 160, - "featureType": [ - "Mal" - ], + "page": 119, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Zealous Inquisitor", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, "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": [ + "Deities enjoy having clerics, paladins, and crusaders spread their word and fight in their name, but these pious servants aren't always willing to tarnish themselves in their god's best interest. As a Zealous Inquisitor, you execute your deity's will without compunction - punishing sinners, silencing heretics, and striking down abominations.", { - "level": 10, - "feature": [ - "Bolstering Suppression" - ] + "type": "refSubclassFeature", + "subclassFeature": "Zealous Magic|Rogue|PHB|Zealous Inquisitor|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Judgment|Rogue|PHB|Zealous Inquisitor|UltimateAdventurer|3|UltimateAdventurer" } ] }, { - "name": "Martial Bane", + "name": "Zealous Magic", "source": "UltimateAdventurer", - "page": 161, - "featureType": [ - "Mal" - ], + "page": 119, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Zealous Inquisitor", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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" + "When you reach 3rd level, your zealous devotion to your deity ignites in you a spark of divine magic, allowing you to cast spells. This magic, however, differs greatly from that of clerics and paladins, which is carefully cultivated over years of prayer and practice. Your magic is not as deep, but your passion for doing your deity's work and permanently silencing those who would speak against your god causes it to reignite much more quickly. See chapter 10 in the Player's Handbook for the general rules of spellcasting and chapter 11 for the cleric spell list.", + "Additionally, choose a Divine Domain from among those available to the cleric class. Your choice affects the spells that are available for you to learn.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You know two cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Zealous Inquisitor Spellcasting table shows how many spell slots you have. The table also shows what the level of those spell slots is; all of your spell slots are the same level. To cast one of your cleric spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.", + "For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell {@spell command}, you must expend one of those spell slots, and you cast it as a 2nd-level spell." + ] + }, + { + "type": "entries", + "name": "Spells Known of 1st Level and Higher", + "entries": [ + "You know three 1st-level cleric spells of your choice, two of which you must choose from the divination and enchantment spells on the cleric spell list, or from your Divine Domain's list of domain spells." + ] + }, + "The Spells Known column of the Zealous Inquisitor Spellcasting table shows when you learn more cleric spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level and must be a divination or enchantment spell of your choice, or a spell of your choice from your Divine Domain's list of domain spells. When you reach 7th level, for example, you can learn a new cleric spell, which can be of 1st or 2nd level.", + "The spells you learn at 8th, 14th, and 20th level can come from any school of magic.", + "Additionally, when you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list, which must also be of a level you can cast. The new spell must be a divination or enchantment spell, or a spell from your Divine Domain's list of domain spells, unless you're replacing the spell you gained at 8th, 14th, or 20th level.", + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Charisma is your spellcasting ability for your cleric spells, since your magical ability comes from the strength of your fervor and conviction to your deity. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric spell you cast, and when making an attack roll with one." + ] + }, + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "cha" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "cha" + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use a holy symbol (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your cleric spells." + ] + }, + { + "type": "inset", + "name": "Zealous Inquisitor Multiclassing with Other Spellcasters", + "entries": [ + "If you have both the Zealous Magic and Pact Magic class features, you determine your available spell slots for each class individually. For example, if you are a rogue 3/warlock 2, you would have three 1st-level spell slots.", + "Your Zealous Magic class feature otherwise interacts with the Spellcasting class feature the exact way that the Pact Magic class feature does, and you follow all of the other rules for multiclassing spellcasters, as detailed in chapter 6 of the Player's Handbook." ] } ] }, { - "name": "Muffling Imprecation", + "name": "Judgment", "source": "UltimateAdventurer", - "page": 161, - "featureType": [ - "Mal" - ], + "page": 120, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Zealous Inquisitor", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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" - ] - } + "Starting at 3rd level, you can cast divine judgment on your enemies, harnessing your zealous fervor. As a bonus action on your turn, you can cast judgment on a creature within 60 feet of you that you can see. The target suffers the following effects:", + { + "type": "list", + "items": [ + "It can't regain hit points or gain temporary hit points.", + "It can't become hidden from or invisible to you, even by magical means.", + "You have advantage on Intelligence (Investigation) and Wisdom (Insight) checks you make to interrogate the creature." + ] + }, + "Your judgment lasts 1 minute. It ends early if you fall unconscious or die, if you choose to end it (no action required), or if you use this feature again.", + "Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot to use it again." ] }, { - "name": "Obstinate Anathema", + "name": "None Expect It", "source": "UltimateAdventurer", - "page": 161, - "featureType": [ - "Mal" - ], + "page": 120, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Zealous Inquisitor", + "subclassSource": "UltimateAdventurer", + "level": 9, + "header": 2, "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" - ] - } + "Starting at 9th level, when you cast a spell that targets a creature on which you have your judgment cast, you can choose to impose disadvantage on any saving throw the creature makes against the spell this turn. If you do, your judgment ends at the end of the turn." ] }, { - "name": "Prolific Affliction", + "name": "Divine Reward", "source": "UltimateAdventurer", - "page": 161, - "featureType": [ - "Mal" - ], + "page": 121, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Zealous Inquisitor", + "subclassSource": "UltimateAdventurer", + "level": 13, + "header": 2, "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" - ] - } + "At 13th level, your deity rewards you for the works you've performed in their name, allowing you to tap into the true divine power. Choose one 3rd-level spell from either the cleric spell list or from your Divine Domain's list of domain spells as this gift. You can cast your gift spell once without expending a spell slot. When you do, you must finish a long rest before you can do so again.", + "When you finish a long rest, you can spend 10 minutes in prayer entreating your deity to replace your gift spell with a different one of the same level from the cleric spell list or from your Divine Domain's list of domain spells.", + "At 19th level, you gain a 4th-level spell from either the cleric spell list or from your Divine Domain's list of domain spells that can be cast this way. You regain all uses of your Divine Reward when you finish a long rest. When you spend 10 minutes entreating your deity at the end of a long rest, you can replace one or both of your gift spells." ] }, - { - "name": "Resistant Suppression", + { + "name": "Silence the Heretics", "source": "UltimateAdventurer", - "page": 161, - "featureType": [ - "Mal" - ], + "page": 121, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Zealous Inquisitor", + "subclassSource": "UltimateAdventurer", + "level": 13, + "header": 2, "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" - ] - } + "Starting at 13th level, when you cast judgment on a creature, attacks you make against the creature before the end of the turn are made with advantage." ] }, { - "name": "Scourge Sense", + "name": "Divine Judge", "source": "UltimateAdventurer", - "page": 161, - "featureType": [ - "Mal" - ], + "page": 121, + "className": "Rogue", + "classSource": "PHB", + "subclassShortName": "Zealous Inquisitor", + "subclassSource": "UltimateAdventurer", + "level": 17, + "header": 2, "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" - ] - } + "Starting at 17th level, you regain the ability to cast judgment when you finish a short or long rest." ] }, { - "name": "Scourge Visage", + "name": "Path of the Rune Sage", "source": "UltimateAdventurer", - "page": 161, - - "featureType": [ - "Mal" - ], + "page": 44, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Rune Sage", + "subclassSource": "UltimateAdventurer", + "level": 3, "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": [ + "Long ago, a tribe of barbarians stole the arcane secrets of giants: rune magic. The tribe started a tradition continued today by barbarians who follow the Path of the Rune Sage. Using eldritch symbols painted onto your body, you are capable of unleashing arcane spells. Tattooed symbols are even more powerful, altering and enhancing your ability to rage.", + "Rune Sages in their native land often serve as advisers, mystics, and historians. Some barbarians, however, see Rune Sages as ill omens and lightning rods for misfortune. Rune Sages are cast out from these cultures and unwelcome in their settlements.", { - "level": 10, - "feature": [ - "Scourge Speech" - ] + "type": "refSubclassFeature", + "subclassFeature": "Spellcasting|Barbarian||Rune Sage|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Runic Tattooing|Barbarian||Rune Sage|UltimateAdventurer|3" } ] }, { - "name": "Sleighting Imprecation", + "name": "Spellcasting", "source": "UltimateAdventurer", - "page": 161, - "featureType": [ - "Mal" - ], + "page": 45, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Rune Sage", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, "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" - ] - } + "When you adopt this path at 3rd level, you gain the ability to cast spells using runes painted or tattooed on your body. See chapter 10 in the Player's Handbook for the general rules of spellcasting and chapter 11 for the wizard spell list.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level." + ] + }, + { + "type": "entries", + "name": "Preparing and Casting Spells", + "entries": [ + "The Rune Sage Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these wizard spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "You prepare the list of wizard spells that are available for you to cast by painting runes on your body, choosing from among the evocation and transmutation spells on the wizard spell list. When you do, choose a number of those spells equal to your barbarian level divided by 3 (rounded up) + your Intelligence modifier (minimum of one spell). The spells must be of a level for which you have spell slots.", + "For example, if you are a 7th-level barbarian, you have four 1st-level spell slots and two 2nd-level spell slots. With an Intelligence score of 16, your list of prepared spells can include 5 spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent cleansing yourself of old runes and painting new ones on your skin: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Intelligence is your spellcasting ability for your spells since your runes need to be meticulously painted with knowledge and precision to produce arcane power. You use Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one." + ] + }, + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "int" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "int" + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use your painted and tattooed runes as a spellcasting focus for your wizard spells." + ] + } ] }, - { - "name": "Startling Jinx", + { + "name": "Runic Tattooing", "source": "UltimateAdventurer", - "page": 161, - - "featureType": [ - "Mal" - ], + "page": 45, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Rune Sage", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, "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" - ] - } + "At 3rd level, you can tattoo a specific rune on your body to interweave its magic with your primal rage. Choose any 1st-level spell from the wizard spell list. You always have this tattoo spell prepared, and it doesn't count against the number of wizard spells you can prepare each day. You can cast and concentrate on this spell while you're raging, and casting it counts as making an attack for the purpose of maintaining your rage.", + "You tattoo yourself with more runes this way when you reach certain levels in this class, choosing spells of any school from the wizard spell list: a 2nd-level spell at 8th level, a 3rd-level spell at 14th level, and a 4th-level spell at 20th level.", + "Whenever you gain a level in this class, you can replace one of your tattoo spells with another spell of the same level from the wizard spell list." ] }, { - "name": "Adaptive Malediction", + "name": "Runic Resilience", "source": "UltimateAdventurer", - "page": 161, - - "featureType": [ - "Mal" - ], + "page": 45, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Rune Sage", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, "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 - } + "At 6th level, you learn to use the power of your runes to protect yourself from spells. When you become the target of a spell, you can use your reaction and expend a spell slot to attempt to negate the spell's effects on you. If the spell slot you expended was of level greater than or equal to the level of the triggering spell, the spell has no effect on you. If the spell slot you expended was of a level lower than the triggering spell, make an Intelligence check. The DC equals 10 + twice the difference between the spell's level and the level of your expended spell slot. On a success, the spell has no effect on you.", + "For example, if a creature uses a 5th-level spell slot to cast {@spell dominate person} on you and you expend a 1st-level spell slot, the DC for the Intelligence check would equal 18." ] }, { - "name": "Crippling Jinx", + "name": "Runic Resonance", "source": "UltimateAdventurer", - "page": 162, - "featureType": [ - "Mal" - ], + "page": 46, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Rune Sage", + "subclassSource": "UltimateAdventurer", + "level": 10, + "header": 2, "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" - ] - } + "Starting at 10th level, your runes magically hum with arcane resonance for a short time after you cast a spell. Immediately after you cast a wizard spell of 1st level or higher, you can choose to gain resistance to a type of damage for 1 minute. If you made a damage roll as part of casting the spell, the resistance is to a type of damage the spell dealt (your choice if the spell dealt multiple damage types); otherwise, the resistance is to force damage.", + "This duration ends early if you drop to 0 hit points or die, or if you use this feature again." ] }, { - "name": "Dispelling Anathema", + "name": "Runic Rage", "source": "UltimateAdventurer", - "page": 162, - - "featureType": [ - "Mal" - ], + "page": 46, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Rune Sage", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, "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" - ] - } + "Starting at 14th level, while you're raging, you add your rage damage bonus to the damage rolls of your tattoo spells.", + "Additionally, when you cast a spell, you can expend a use of your rage to flood the spell with raging power. When you do, you add your rage damage bonus to the spell attack rolls and spell save DC of the spell for its duration." ] }, { - "name": "Doubling Jinx", + "name": "Path of the Sylvan Warden", "source": "UltimateAdventurer", - "page": 162, - - "featureType": [ - "Mal" - ], + "page": 48, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Sylvan Warden", + "subclassSource": "UltimateAdventurer", + "level": 3, "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": [ + "Some barbarians are not marked by their loyalty to kin or tribe but by their loyalty to land and beast. These barbarians take up the role of stewards and protectors of the natural world, fighting against those who would despoil it. Their admiration and emulation of the mysteries of nature allow them the ability to transform their rage into quietude and cast druidic spells.", { - "level": 18, - "feature": [ - "Enervating Jinx", - "Startling Jinx" - ] + "type": "refSubclassFeature", + "subclassFeature": "Spellcasting|Barbarian||Sylvan Warden|UltimateAdventurer|3" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Quietude|Barbarian||Sylvan Warden|UltimateAdventurer|3" } ] }, { - "name": "Facile Suppression", + "name": "Spellcasting", "source": "UltimateAdventurer", - "page": 162, - "featureType": [ - "Mal" - ], + "page": 48, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Sylvan Warden", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, "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" - ] - } + "When you choose this path at 3rd level, you gain the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the druid spell list.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level." + ] + }, + { + "type": "entries", + "name": "Spell Slots", + "entries": [ + "The Sylvan Warden 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 slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.", + "For example, if you know the 1st-level spell entangle and have a 1st-level and a 2nd-level spell slot available, you can cast {@spell entangle} using either slot." + ] + }, + { + "type": "entries", + "name": "Spells Known of 1st-Level and Higher", + "entries": [ + "You know three 1st-level druid spells of your choice, two of which you must choose from the conjuration and transmutation spells on the druid spell list.", + "The Spells Known column of the Sylvan Warden Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a conjuration or transmutation spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.", + "The spells you learn at 8th, 14th, and 20th level can come from any school of magic.", + "Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or transmutation spell, 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 druid spells since you learn your spells through observation and emulation of the natural world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one." + ] + }, + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "wis" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "wis" + ] + } ] }, - { - "name": "Explosive Bane", + { + "name": "Quietude", "source": "UltimateAdventurer", - "page": 162, - "featureType": [ - "Mal" - ], + "page": 49, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Sylvan Warden", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, "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" - ] - } + "Starting at 3rd level, you have learned to transmute your furious rage into unshakeable calm. Using a bonus action and expending a use of your rage, you enter quietude.", + "While in quietude, you gain the following benefits if you aren't wearing heavy armor:", + { + "type": "list", + "items": [ + "You have advantage on saving throws you make to maintain concentration on spells.", + "When you deal damage with a druid spell, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.", + "You have resistance to damage from spells." + ] + }, + "Your quietude ends after 1 minute. It ends early if you are knocked unconscious, or if you haven't cast a spell or maintained concentration on a spell since your last turn. You can also end your quietude on your turn as a bonus action.", + "Barbarian class features that apply while you are raging also apply while you are in quietude." ] }, { - "name": "Hex Phalanx", + "name": "The Calm in the Fury", "source": "UltimateAdventurer", - "page": 162, - "featureType": [ - "Mal" - ], + "page": 49, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Sylvan Warden", + "subclassSource": "UltimateAdventurer", + "level": 6, + "header": 2, "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" - ] - } + "Starting at 6th level, while in a rage or quietude, you can use a bonus action to switch to the other without expending an additional use of your rage. When you use this feature, your rage or quietude still ends 1 minute after you expended the use of your rage, if it doesn't end earlier." ] }, { - "name": "Hex Shield", + "name": "Warden's Respite", "source": "UltimateAdventurer", - "page": 162, - "featureType": [ - "Mal" - ], + "page": 49, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Sylvan Warden", + "subclassSource": "UltimateAdventurer", + "level": 10, + "header": 2, "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" - ] - } + "Starting at 10th level, you gain the ability to lend a piece of your resilience to your allies. When you enter a rage or quietude, you create an aura that remains for 1 minute and extends 10 feet from you in every direction, but not through 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 short or long rest." ] }, { - "name": "Immune Suppression", + "name": "Font of Life", "source": "UltimateAdventurer", - "page": 162, - "featureType": [ - "Mal" - ], + "page": 49, + "className": "Barbarian", + "classSource": "PHB", + "subclassShortName": "Sylvan Warden", + "subclassSource": "UltimateAdventurer", + "level": 14, + "header": 2, "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" - ] - } + "Starting at 14th level, you can channel your magic while in a rage or quietude to reinvigorate your allies. As an action, you can expend a spell slot to cast a curative magic over creatures within 15 feet of you. Choose one creature per level of spell slot expended. Each chosen creature ends one effect of its choice that blinded, deafened, paralyzed, or poisoned it, and either regains hit points equal to 1d12 + your Wisdom modifier (minimum 1) if you are in quietude, or gains temporary hit points equal to 1d12 + your Wisdom modifier (minimum 1) if you are in a rage.", + "Using this feature counts as making an attack for the purpose of maintaining your rage, and as casting a spell for the purpose of maintaining your quietude." ] }, { - "name": "Insidious Imprecation", + "name": "Crusader", "source": "UltimateAdventurer", - "page": 162, - "featureType": [ - "Mal" - ], + "page": 79, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Crusader", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, "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": [ + "Archetypal Crusaders faithfully execute the will and enforce the ideologies of their deities, their martial prowess augmented by divine magic. Crusaders specialize in abjuration and evocation magic to better protect the allies of their god and destroy their god's enemies. A crusader's greatest ambition is to build an army of faithful devotees and bring the word of their deity to all.", { - "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": [ + "type": "refSubclassFeature", + "subclassFeature": "Spellcasting|Fighter|PHB|Crusader|UltimateAdventurer|3|UltimateAdventurer" + }, { - "level": 18, - "feature": [ - "Capacious Anathema", - "Obstinate Anathema" - ] + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity|Fighter|PHB|Crusader|UltimateAdventurer|3|UltimateAdventurer" } ] }, { - "name": "Scourge Attunement", + "name": "Spellcasting", "source": "UltimateAdventurer", - "page": 163, - "featureType": [ - "Mal" - ], + "page": 79, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Crusader", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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" + "When you reach 3rd level, you augment your martial prowess with divine manifestations of your faith by casting spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting and chapter 11 for the cleric spell list.", + "Additionally, choose a Divine Domain from among those available to the cleric class. Your choice affects the spells that you prepare, as well as features you gain later from this archetype.", + { + "type": "entries", + "name": "Cantrips", + "entries": [ + "You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level." + ] + }, + { + "type": "entries", + "name": "Preparing and Casting Spells", + "entries": [ + "The Crusader Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these cleric 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.", + "You prepare the list of cleric spells that are available for you to cast, choosing from among the abjuration and evocation spells on the cleric spell list. When you do, choose a number of those spells equal to your fighter level divided by 3, rounded up. The spells must be of a variety for which you have spell slots.", + "For example, if you are a 7th-level fighter, you have four 1st-level spell slots and two 2nd-level spell slots. Your list of prepared spells can include 3 spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.", + "You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list." + ] + }, + { + "type": "entries", + "name": "Domain Spells", + "entries": [ + "Each domain has a list of spells\u2014its domain spells\u2014that you gain at certain fighter levels shown in the Crusader Domain Spells table. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day." + ] + }, + { + "type": "entries", + "name": "Spellcasting Ability", + "entries": [ + "Wisdom is your spellcasting ability for your cleric spells since your spells come from your devotion to your deity. You use Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one." + ] + }, + { + "type": "abilityDc", + "name": "Spell", + "attributes": [ + "wis" + ] + }, + { + "type": "abilityAttackMod", + "name": "Spell", + "attributes": [ + "wis" + ] + }, + { + "type": "entries", + "name": "Spellcasting Focus", + "entries": [ + "You can use a holy symbol (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your cleric spells." + ] + }, + { + "type": "table", + "caption": "Crusader Domain Spells", + "colLabels": [ + "Spell Level", + "Fighter Level Gained" + ], + "colStyles": [ + "col-2 text-center", + "col-2 text-center" + ], + "rows": [ + [ + "{@b 1st}", + "3rd" + ], + [ + "{@b 2nd}", + "7th" + ], + [ + "{@b 3rd}", + "13th" + ], + [ + "{@b 4th}", + "19th" + ], + [ + "{@b 5th}", + "-" + ] ] } ] }, { - "name": "Scourge Presence", + "name": "Channel Divinity", "source": "UltimateAdventurer", - "page": 163, - "featureType": [ - "Mal" - ], + "page": 80, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Crusader", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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" - ] + "At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Silence Heathens and an effect determined by your Divine Domain's 2nd-level feature. Your fighter level counts as your cleric level for the purpose of your domain's Channel Divinity.", + "When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest before you can use your Channel Divinity again.", + "Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your spell save DC.", + "Starting at 15th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.", + { + "type": "refSubclassFeature", + "subclassFeature": "Channel Divinity: Silence Heathens|Fighter|PHB|Crusader|UltimateAdventurer|3|UltimateAdventurer" } ] }, - { - "name": "Transferring Affliction", + { + "name": "Channel Divinity: Silence Heathens", "source": "UltimateAdventurer", - "page": 163, - "featureType": [ - "Mal" - ], + "page": 80, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Crusader", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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" - ] - } + "As an action, you present your holy symbol and speak a prayer censoring your foes. Each enemy within 10 feet of you that can see or hear you must make a Charisma saving throw. If the creature fails its saving throw, it is silenced for 1 minute. At the end of each of its turns, an affected creature can repeat the saving throw, ending the effects on a successful save.", + "A silenced creature can't produce verbal sounds or provide the verbal components for spells. Any feature that requires it to speak or otherwise make verbal sound is unusable while it is silenced." ] }, { - "name": "Umbral Imprecation", + "name": "Channel Divinity: March to War", "source": "UltimateAdventurer", - "page": 163, - - "featureType": [ - "Mal" - ], + "page": 80, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Crusader", + "subclassSource": "UltimateAdventurer", + "level": 7, + "header": 2, "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" - ] - } + "Starting at 7th level, you can guide your compatriots through the worst terrain and toward your divine calling, using your Channel Divinity. As an action, choose a number of willing creatures within 30 feet of you that you can see up to your Wisdom modifier (minimum 1). You and each of the chosen creatures ignore difficult terrain and gain the benefits of the {@spell water walk} spell for 1 hour. The duration ends early if you become unconscious or die, or if you choose to end it (no action required by you)." ] }, { - "name": "Vengeful Bane", + "name": "Glorious Bastion", "source": "UltimateAdventurer", - "page": 163, - "featureType": [ - "Mal" - ], + "page": 80, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Crusader", + "subclassSource": "UltimateAdventurer", + "level": 10, + "header": 2, "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" - ] - } + "Starting at 10th level, battling in your deity's name increases your divine resilience. When you take the Attack action and hit one or more creatures with weapon attacks, you have advantage on the next saving throw you make against one of those creatures' effects before the start of your next turn." ] }, { - "name": "Vile Affliction", + "name": "Divine Surge", "source": "UltimateAdventurer", - "page": 163, - "featureType": [ - "Mal" - ], + "page": 80, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Crusader", + "subclassSource": "UltimateAdventurer", + "level": 15, + "header": 2, "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" - ] - } + "Starting at 15th level, when you use your Action Surge, you burst with a corona of your deity's power. Enemy creatures within 10 feet of you each take 2d8 radiant damage, and you and allied creatures within 10 feet of you each regain 2d8 hit points." ] }, { - "name": "Charm Ray", + "name": "Deity's Chosen", "source": "UltimateAdventurer", - "page": 186, - "featureType": [ - "Eye Ray" - ], + "page": 80, + "className": "Fighter", + "classSource": "PHB", + "subclassShortName": "Crusader", + "subclassSource": "UltimateAdventurer", + "level": 18, + "header": 2, "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." + "At 18th level, you gain your Divine Domain's 17th-level feature." ] }, { - "name": "Death Ray", + "name": "Geomancer", "source": "UltimateAdventurer", - "page": 186, - "featureType": [ - "Eye Ray" - ], + "page": 108, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Geomancer", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 1, "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." + "You have learned to tap into the mystical properties of the land, giving you greater and more flexible magic than other rangers. Geomancers have a deep connection to certain types of terrain but can access the magic inherent to any land they are in. Geomancers take great pride in their reputation as some of the greatest spellcasters among rangers.", + { + "type": "refSubclassFeature", + "subclassFeature": "Geomantic Resonance|Ranger|PHB|Geomancer|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Geomancer Magic|Ranger|PHB|Geomancer|UltimateAdventurer|3|UltimateAdventurer" + }, + { + "type": "refSubclassFeature", + "subclassFeature": "Invoke the Elements|Ranger|PHB|Geomancer|UltimateAdventurer|3|UltimateAdventurer" + } ] }, - { - "name": "Enervation Ray", + { + "name": "Geomantic Resonance", "source": "UltimateAdventurer", - "page": 186, - "featureType": [ - "Eye Ray" - ], + "page": 108, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Geomancer", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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." + "When you choose this archetype at 3rd level, you learn a ritual that takes 1 hour to complete and counts as light activity for you. When you complete this ritual, choose a terrain type you have selected with your Natural Explorer feature or the terrain you're currently in (arctic, coast, desert, forest, grassland, mountain, settlement, swamp, or the Underdark). If you are not in a location that matches any of the terrain types, or you are in a location that could match multiple terrain types, your DM will decide which terrain your location counts as. Until you perform this ritual again, you are geomantically resonant with that terrain type." ] }, { - "name": "Fear Ray", + "name": "Geomancer Magic", "source": "UltimateAdventurer", - "page": 186, - "featureType": [ - "Eye Ray" - ], + "page": 108, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Geomancer", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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." + "Starting at 3rd level, while you are geomantically resonant with a terrain type, you know additional spells depending on the type of terrain and your ranger level, as shown on the tables below. These spells count as ranger spells for you but don't count against the number of ranger spells you know.", + { + "type": "table", + "caption": "Arctic", + "colLabels": [ + "Ranger Level", + "Spell" + ], + "colStyles": [ + "col-3 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell ice knife|XGE}" + ], + [ + "5th", + "{@spell hold person}" + ], + [ + "9th", + "{@spell sleet storm}" + ], + [ + "13th", + "{@spell ice storm}" + ], + [ + "17th", + "{@spell cone of cold}" + ] + ] + }, + { + "type": "table", + "caption": "Coast", + "colLabels": [ + "Ranger Level", + "Spell" + ], + "colStyles": [ + "col-3 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell purify food and drink}" + ], + [ + "5th", + "{@spell misty step}" + ], + [ + "9th", + "{@spell water breathing}" + ], + [ + "13th", + "{@spell freedom of movement}" + ], + [ + "17th", + "{@spell maelstrom|XGE}" + ] + ] + }, + { + "type": "table", + "caption": "Desert", + "colLabels": [ + "Ranger Level", + "Spell" + ], + "colStyles": [ + "col-3 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell create or destroy water}" + ], + [ + "5th", + "{@spell dust devil|XGE}" + ], + [ + "9th", + "{@spell wall of sand|XGE}" + ], + [ + "13th", + "{@spell hallucinatory terrain}" + ], + [ + "17th", + "{@spell insect plague}" + ] + ] + }, + { + "type": "table", + "caption": "Forest", + "colLabels": [ + "Ranger Level", + "Spell" + ], + "colStyles": [ + "col-3 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell goodberry}" + ], + [ + "5th", + "{@spell barkskin}" + ], + [ + "9th", + "{@spell plant growth}" + ], + [ + "13th", + "{@spell guardian of nature|XGE}" + ], + [ + "17th", + "{@spell tree stride}" + ] + ] + }, + { + "type": "table", + "caption": "Grassland", + "colLabels": [ + "Ranger Level", + "Spell" + ], + "colStyles": [ + "col-3 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell beast bond|XGE}" + ], + [ + "5th", + "{@spell earthbind|XGE}" + ], + [ + "9th", + "{@spell speak with plants}" + ], + [ + "13th", + "{@spell conjure minor elementals}" + ], + [ + "17th", + "{@spell awaken}" + ] + ] + }, + { + "type": "table", + "caption": "Mountain", + "colLabels": [ + "Ranger Level", + "Spell" + ], + "colStyles": [ + "col-3 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell thunderwave}" + ], + [ + "5th", + "{@spell spider climb}" + ], + [ + "9th", + "{@spell meld into stone}" + ], + [ + "13th", + "{@spell stoneskin}" + ], + [ + "17th", + "{@spell wall of stone}" + ] + ] + }, + { + "type": "table", + "caption": "Settlement", + "colLabels": [ + "Ranger Level", + "Spell" + ], + "colStyles": [ + "col-3 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell charm person}" + ], + [ + "5th", + "{@spell knock}" + ], + [ + "9th", + "{@spell leomund's tiny hut}" + ], + [ + "13th", + "{@spell locate creature}" + ], + [ + "17th", + "{@spell animate objects}" + ] + ] + }, + { + "type": "table", + "caption": "Swamp", + "colLabels": [ + "Ranger Level", + "Spell" + ], + "colStyles": [ + "col-3 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell entangle}" + ], + [ + "5th", + "{@spell pass without trace}" + ], + [ + "9th", + "{@spell create bog|UltimateAdventurer}" + ], + [ + "13th", + "{@spell blight}" + ], + [ + "17th", + "{@spell contagion}" + ] + ] + }, + { + "type": "table", + "caption": "Underdark", + "colLabels": [ + "Ranger Level", + "Spell" + ], + "colStyles": [ + "col-3 text-center", + "col-9 text-left" + ], + "rows": [ + [ + "3rd", + "{@spell snare|XGE}" + ], + [ + "5th", + "{@spell web}" + ], + [ + "9th", + "{@spell enemies abound|XGE}" + ], + [ + "13th", + "{@spell greater invisibility}" + ], + [ + "17th", + "{@spell cloudkill}" + ] + ] + } ] }, { - "name": "Frost Ray", + "name": "Invoke the Elements", "source": "UltimateAdventurer", - "page": 186, - "featureType": [ - "Eye Ray" - ], + "page": 109, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Geomancer", + "subclassSource": "UltimateAdventurer", + "level": 3, + "header": 2, "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." + "Starting at 3rd level, your attacks are enhanced with the mystical elements of the land. The first time you deal damage with a weapon attack each turn, you deal 1d6 additional damage. The damage type of this additional damage depends on your geomantically resonant terrain type.", + { + "type": "table", + "caption": "Invoke Elements", + "colLabels": [ + "Terrain Type", + "Damage Type" + ], + "colStyles": [ + "col-3 text-center", + "col-3 text-center" + ], + "rows": [ + [ + "Arctic", + "Cold" + ], + [ + "Coast", + "Acid" + ], + [ + "Desert", + "Fire" + ], + [ + "Forest", + "Force" + ], + [ + "Grassland", + "Radiant" + ], + [ + "Mountain", + "Thunder" + ], + [ + "Settlement", + "Psychic" + ], + [ + "Swamp", + "Poison" + ], + [ + "Underdark", + "Necrotic" + ] + ] + } ] }, { - "name": "Slowing Ray", + "name": "Geomantic Recovery", "source": "UltimateAdventurer", - "page": 186, - "featureType": [ - "Eye Ray" - ], + "page": 109, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Geomancer", + "subclassSource": "UltimateAdventurer", + "level": 7, + "header": 2, "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." + "Starting at 7th level, you can regain some of your magical energy by communing with the mystical elements of your environment. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a third of your ranger level, and none of the slots can be 6th level or higher. For example, as a 7th-level ranger, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "Once you use this feature, you can't use it again until you finish a long rest." ] }, { - "name": "Telekinetic Ray", + "name": "Strength of the Earth", "source": "UltimateAdventurer", - "page": 187, - "featureType": [ - "Eye Ray" - ], + "page": 109, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Geomancer", + "subclassSource": "UltimateAdventurer", + "level": 11, + "header": 2, "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." + "Starting at 11th level, when you finish a long rest, you gain temporary hit points equal to twice your ranger level. Whenever you finish a short rest, you gain temporary hit points equal to your ranger level.", + "While you have temporary hit points granted by this feature, the additional damage from your Invoke the Elements feature increases to 2d6." ] }, { - "name": "Blinding Ray", + "name": "Geomantic Shield", "source": "UltimateAdventurer", - "page": 187, + "page": 110, + "className": "Ranger", + "classSource": "PHB", + "subclassShortName": "Geomancer", + "subclassSource": "UltimateAdventurer", + "level": 15, + "header": 2, + "entries": [ + "Starting at 15th level, when you take damage of the type associated with your geomantically resonant terrain type or one of the terrain types you have selected with your Natural Explorer feature, you can use your reaction to gain resistance to that damage type until the start of your next turn. The damage type associated with each terrain type is identified on the table included in the Invoke the Elements feature." + ] + } + ], + "optionalfeature": [ + { + "name": "Additional Appendage Apparatus", + "source": "UltimateAdventurer", + "page": 41, "featureType": [ - "Eye Ray" - ], - "prerequisite": [ + "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.", { - "level": { - "level": 7, - "class": { - "name": "Blood Hunter" - } - } + "type": "entries", + "name": "Surge", + "entries": [ + "You can use a bonus action to make one weapon attack or take the {@action Use an Object} action." + ] } - ], - "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", + "name": "Aerial Environment Adaptor", "source": "UltimateAdventurer", - "page": 187, + "page": 41, "featureType": [ - "Eye Ray" - ], - "prerequisite": [ + "MagMod" + ], + "entries": [ + "Your jump distances are tripled and taking damage from falling does not knock you {@condition prone}.", { - "level": { - "level": 7, - "class": { - "name": "Blood Hunter" - } - } + "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." + ] } - ], - "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", + "name": "Aquatic Environment Adaptor", "source": "UltimateAdventurer", - "page": 187, + "page": 41, "featureType": [ - "Eye Ray" - ], - "prerequisite": [ + "MagMod" + ], + "entries": [ + "You can breathe air and water and gain a swimming speed of 30 feet.", { - "level": { - "level": 7, - "class": { - "name": "Blood Hunter" - } - } + "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." + ] } - ], - "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", + "name": "Arcane Amplification Unit", "source": "UltimateAdventurer", - "page": 187, + "page": 41, "featureType": [ - "Eye Ray" - ], - "prerequisite": [ + "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.", { - "level": { - "level": 7, - "class": { - "name": "Blood Hunter" - } - } + "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)." + ] } - ], - "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", + "name": "Armored Chassis Installation", "source": "UltimateAdventurer", - "page": 187, + "page": 41, "featureType": [ - "Eye Ray" - ], - "prerequisite": [ + "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.", { - "level": { - "level": 7, - "class": { - "name": "Blood Hunter" - } - } + "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." + ] } - ], - "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", + "name": "Eldritch Armament Upgrade", "source": "UltimateAdventurer", - "page": 187, + "page": 42, "featureType": [ - "Eye Ray" - ], + "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": { - "level": 11, - "class": { - "name": "Blood Hunter" - } - } + "level": 9, + "feature": [ + "Weapon Integration Unit" + ] } - ], - "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", + "name": "Holographic Remodeling Projection Suite", "source": "UltimateAdventurer", - "page": 187, + "page": 42, "featureType": [ - "Eye Ray" - ], - "prerequisite": [ + "MagMod" + ], + "entries": [ + "You can cast {@spell disguise self} at will, without expending a spell slot or providing verbal components.", { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter" - } - } + "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." + ] } - ], - "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", + "name": "Load Bearing Exoskeleton", "source": "UltimateAdventurer", - "page": 187, + "page": 42, "featureType": [ - "Eye Ray" - ], - "prerequisite": [ + "MagMod" + ], + "entries": [ + "You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter" - } - } + "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." + ] } - ], - "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", + "name": "Ocular Improvement Implants", "source": "UltimateAdventurer", - "page": 187, + "page": 42, "featureType": [ - "Eye Ray" - ], - "prerequisite": [ + "MagMod" + ], + "entries": [ + "You gain {@sense darkvision} out to a range of 60 feet.", { - "level": { - "level": 11, - "class": { - "name": "Blood Hunter" - } - } + "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." + ] } - ], - "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", + "name": "Peerless Warrior Protocol Lorebase", "source": "UltimateAdventurer", - "page": 187, + "page": 42, "featureType": [ - "Eye Ray" - ], - "prerequisite": [ + "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.", { - "level": { - "level": 15, - "class": { - "name": "Blood Hunter" - } - } + "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." + ] } - ], - "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", + "name": "Portable Barrier Installation", "source": "UltimateAdventurer", - "page": 190, + "page": 42, "featureType": [ - "Blood Curse" - ], - "prerequisite": [ - { - "level": { - "level": 15, - "class": { - "name": "Blood Hunter" - }, - "subclass": { - "name": "Order of the Giantfeller", - "visible": true - } - } - } + "MagMod" ], "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).", + "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": "Amplify", + "name": "Surge", "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}." + "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": "Blood Curse of Domination", + "name": "Skill Emulation Lorebase", "source": "UltimateAdventurer", - "page": 190, + "page": 42, "featureType": [ - "Blood Curse" - ], - "prerequisite": [ - { - "level": { - "level": 18, - "class": { - "name": "Blood Hunter" - }, - "subclass": { - "name": "Order of the Infected Mind", - "visible": true - } - } - } + "MagMod" ], "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.", + "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": "Amplify", + "name": "Surge", "entries": [ - "This use of the ability ignores any immunity to the charmed condition that the target has." + "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": "Blood Curse of Optometry", + "name": "Vital Systems Redundancy Enhancement", "source": "UltimateAdventurer", - "page": 190, + "page": 42, "featureType": [ - "Blood Curse" - ], - "prerequisite": [ - { - "level": { - "level": 15, - "class": { - "name": "Blood Hunter" - }, - "subclass": { - "name": "Order of the Eye", - "visible": true - } - } - } + "MagMod" ], "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.", + "While you have this module installed, your hit point maximum increases by an amount equal to your artificer level.", { "type": "entries", - "name": "Amplify", + "name": "Surge", "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." + "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": "Blood Curse of the Scale", + "name": "Weapon Integration Unit", "source": "UltimateAdventurer", - "page": 190, + "page": 42, "featureType": [ - "Blood Curse" - ], - "prerequisite": [ - { - "level": { - "level": 18, - "class": { - "name": "Blood Hunter" - }, - "subclass": { - "name": "Order of the Dragoon", - "visible": true - } - } - } + "MagMod" ], "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.", + "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": "Amplify", + "name": "Surge", "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." + "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": "Clouded Eyes", - "source": "UltimateAdventurer", - "page": 65, - "featureType": [ - "UAH:PD" - ], - "entries": [ - "Your eyes are clouded and milky. You are permanently blind, but have {@sense blindsight} to a distance of 30 feet. At 11th level, the distance of your {@sense blindsight} increases to 60 feet." - ] - }, - { - "name": "Venerable", - "source": "UltimateAdventurer", - "page": 65, - "featureType": [ - "UAH:PD" - ], - "entries": [ - "Your oracular visions only came with advanced old age. Your hit point maximum decreases by 1 and decreases by 1 again whenever you gain a level in this class. Your spell save DC and spell attack modifier for cleric spells each increase by 1." - ] - }, - { - "name": "Withered Hand", - "source": "UltimateAdventurer", - "page": 65, - "featureType": [ - "UAH:PD" - ], - "entries": [ - "You have a withered hand. You have disadvantage on any weapon attacks made with that hand and cannot carry a shield with it. When you roll a 1 on a damage die for a spell attack with a cleric spell, you can reroll the die. You must use the new roll, even if the new roll is a 1." - ] - } - ], - "monster": [ + "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": "Domesticated Ooze", + "name": "Empty Calories", "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" + "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" ], - "languages": [ - "— (understands your speech only)" + "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." ], - "pbNote": "equals your bonus", - "conditionImmune": [ + "additionalSpells": [ { - "conditionImmune": [ - "blinded", - "charmed", - "deafened", - "exhaustion", - "frightened", - "poisoned", - "prone" - ] + "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" ], - "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." - ] - } + "entries": [ + "You can spend 2 ki points to cast either the {@spell detect evil and good} or {@spell detect magic} spell." ], - "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." - ] - }, + "additionalSpells": [ { - "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." - ] + "innate": { + "_": { + "resource": { + "2": [ + "detect evil and good", + "detect magic" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } + ] + }, + { + "name": "Battlemind", + "source": "UltimateAdventurer", + "page": 90, + "featureType": [ + "Dis", + "LDis" ], - "damageTags": [ - "A", - "B" - ], - "savingThrowForced": [ - "strength" + "entries": [ + "You can spend 2 ki points to cast {@spell heroism}." ], - "miscTags": [ - "MW" + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "heroism" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } ] }, { - "name": "Animated Marionette", + "name": "Energy Absorption", "source": "UltimateAdventurer", - "page": 58, - "summonedByClass": "Bard|PHB", - "size": [ - "T" + "page": 90, + "featureType": [ + "Dis", + "NDis" ], - "type": "construct", - "alignment": [ - "U" + "entries": [ + "You can spend 2 ki points to cast {@spell absorb elements|XGE}." ], - "ac": [ + "additionalSpells": [ { - "special": "13 + PB (natural armor)" + "innate": { + "_": { + "resource": { + "2": [ + "absorb elements|XGE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } + ] + }, + { + "name": "Mental Whispers", + "source": "UltimateAdventurer", + "page": 90, + "featureType": [ + "Dis", + "DDis" ], - "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" + "entries": [ + "You can spend 2 ki points to cast {@spell dissonant whispers}." ], - "pbNote": "equals your bonus", - "conditionImmune": [ + "additionalSpells": [ { - "conditionImmune": [ - "charmed", - "exhaustion", - "poisoned" - ] + "innate": { + "_": { + "resource": { + "2": [ + "dissonant whispers" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } + ] + }, + { + "name": "Presence Attunement", + "source": "UltimateAdventurer", + "page": 90, + "featureType": [ + "Dis", + "NDis" ], - "trait": [ - { - "name": "False Appearance", - "entries": [ - "While the animated marionette remains motionless, it is indistinguishable from an ordinary puppet." - ] - }, + "entries": [ + "You can use your action to access minor presence powers. When you use this discipline, choose one of the following effects:", { - "name": "Magic Weapons", - "entries": [ - "The marionette's weapon attacks are magical." + "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." ] } ], - "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." - ] - }, + "additionalSpells": [ { - "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." - ] + "innate": { + "_": [ + "mage hand" + ] + } } + ] + }, + { + "name": "Presence Drain", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" ], - "damageTags": [ - "B" - ], - "savingThrowForced": [ - "strength" + "entries": [ + "You can spend 2 ki points to cast {@spell drain|UltimateAdventurer}." ], - "miscTags": [ - "MW" + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "2": [ + "drain|UltimateAdventurer" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } ] }, { - "name": "Eye Spy", + "name": "Presence Heal", "source": "UltimateAdventurer", - "page": 185, - "summonedByClass": "Blood Hunter|BH2022", - "size": [ - "T" + "page": 91, + "featureType": [ + "Dis", + "LDis" ], - "type": "aberration", - "alignment": [ - "U" + "entries": [ + "You can spend 2 ki points to cast {@spell cure wounds}." ], - "ac": [ + "additionalSpells": [ { - "special": "12 + PB (natural armor)" + "innate": { + "_": { + "resource": { + "2": [ + "cure wounds" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } + ] + }, + { + "name": "Presence Push", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" ], - "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" + "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" ], - "languages": [ - "understands the languages you speak" + "entries": [ + "You can spend 2 ki points to cast {@spell catapult|XGE}." ], - "pbNote": "equals your bonus", - "conditionImmune": [ + "additionalSpells": [ { - "conditionImmune": [ - "charmed", - "frightened", - "prone" - ] + "innate": { + "_": { + "resource": { + "2": [ + "catapult|XGE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } + ] + }, + { + "name": "Reinforce Will", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "LDis" ], - "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." - ] - }, + "entries": [ + "You can spend 2 ki points to cast {@spell bless}." + ], + "additionalSpells": [ { - "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." - ] + "innate": { + "_": { + "resource": { + "2": [ + "bless" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } - ], - "damageTags": [ - "C", - "F", - "N", - "O", - "P", - "R", - "Y" - ], - "miscTags": [ - "MW" ] }, { - "name": "Hound", + "name": "Weaken Will", "source": "UltimateAdventurer", - "page": 200, - "summonedByClass": "Pugilist|UltimateAdventurer", - "size": [ - "M" + "page": 91, + "featureType": [ + "Dis", + "DDis" ], - "type": "ooze", - "alignment": [ - "U" + "entries": [ + "You can spend 2 ki points to cast {@spell bane}." ], - "ac": [ + "additionalSpells": [ { - "special": "12 + PB" + "innate": { + "_": { + "resource": { + "2": [ + "bane" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } + ] + }, + { + "name": "Weapon Throwing", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" ], - "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." + "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" ], - "senseTags": [ - "D" + "prerequisite": [ + { + "level": 7 + } ], - "languages": [ - "understands the languages you speak" + "entries": [ + "You can spend 3 ki points to cast {@spell calm emotions}." ], - "pbNote": "equals your bonus", - "conditionImmune": [ + "additionalSpells": [ { - "conditionImmune": [ - "charmed", - "frightened" - ] + "innate": { + "_": { + "resource": { + "3": [ + "calm emotions" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } + ] + }, + { + "name": "Invade Mind", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" ], - "trait": [ - { - "name": "Keen Hearing and Smell", - "entries": [ - "The hound has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." - ] - }, + "prerequisite": [ { - "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}" - ] - }, + "level": 7 + } + ], + "entries": [ + "You can spend 3 ki points to cast {@spell mind spike|XGE}." + ], + "additionalSpells": [ { - "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." - ] + "innate": { + "_": { + "resource": { + "3": [ + "mind spike|XGE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } + ] + }, + { + "name": "Mind Search", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" ], - "action": [ + "prerequisite": [ { - "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)." - ] + "level": 7 } ], - "damageTags": [ - "P" + "entries": [ + "You can spend 3 ki points to cast {@spell detect thoughts}." ], - "traitTags": [ - "Keen Senses" + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "detect thoughts" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } + ] + }, + { + "name": "Mind Trick", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "NDis" ], - "savingThrowForced": [ - "strength" + "prerequisite": [ + { + "level": 7 + } ], - "miscTags": [ - "MW" + "entries": [ + "You can spend 3 ki points to cast {@spell suggestion}." + ], + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "suggestion" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } ] }, { - "name": "Skull Servant", + "name": "Presence Blind", "source": "UltimateAdventurer", - "page": 264, - "size": [ - "T" - ], - "type": "undead", - "alignment": [ - "N" + "page": 91, + "featureType": [ + "Dis", + "LDis" ], - "ac": [ + "prerequisite": [ { - "special": "11 + the level of the spell (natural armor)" + "level": 7 } ], - "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" + "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." ], - "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." - ] - }, + "additionalSpells": [ { - "name": "Truesight", - "entries": [ - "If the spell's level is at least 9, the skull servant has {@condition truesight} to a range of 60 feet." - ] + "innate": { + "_": { + "resource": { + "3": [ + "blindness/deafness" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } + ] + }, + { + "name": "Presence Choke", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" ], - "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." - ] - }, + "prerequisite": [ { - "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." - ] + "level": 7 } ], - "reaction": [ + "entries": [ + "You can spend 3 ki points to cast {@spell throat rend|UltimateAdventurer}." + ], + "additionalSpells": [ { - "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." - ] + "innate": { + "_": { + "resource": { + "3": [ + "throat rend|UltimateAdventurer" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } - ], - "traitTags": [ - "Turn Resistance" - ], - "senseTags": [ - "D" - ], - "damageTags": [ - "P" - ], - "miscTags": [ - "HPR", - "MW" ] - } - ], - "item": [ + }, { - "name": "Tattooist's Tools", + "name": "Presence Hold", "source": "UltimateAdventurer", - "page": 92, - "type": "AT", - "rarity": "none", - "value": 300, - "weight": 3, + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "prerequisite": [ + { + "level": 7 + } + ], "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." + "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" + } ] - } - ], - "spell": [ + }, { - "name": "Abeyed Discharge", + "name": "Presence Grip", "source": "UltimateAdventurer", - "page": 220, - "level": 4, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 91, + "featureType": [ + "Dis", + "NDis" ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "level": 7 } ], - "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." + "You can spend 3 ki points to cast {@spell hold person}." ], - "entriesHigherLevel": [ + "additionalSpells": [ { - "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." - ] + "innate": { + "_": { + "resource": { + "3": [ + "hold person" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } - ], - "damageInflict": [ - "force" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "S" - ], - "miscTags": [ - "SCL" ] }, { - "name": "Agility", + "name": "Presence Sight", "source": "UltimateAdventurer", - "page": 220, - "level": 8, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 91, + "featureType": [ + "Dis", + "NDis" ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "duration": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } + "level": 7 } ], - "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." + "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": "Altruistic Sacrifice", + "name": "Presence Whirlwind", "source": "UltimateAdventurer", - "page": 220, - "level": 1, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 91, + "featureType": [ + "Dis", + "NDis" ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "a ritual dagger, which you plunge into your own heart" - }, - "duration": [ + "prerequisite": [ { - "type": "instant" + "level": 7 } ], - "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." + "You can spend 3 ki points to cast {@spell dust devil|XGE}." ], - "entriesHigherLevel": [ + "additionalSpells": [ { - "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." - ] + "innate": { + "_": { + "resource": { + "3": [ + "dust devil|XGE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } - ], - "miscTags": [ - "HL", - "SCL" ] }, { - "name": "Apathy Infusion", + "name": "See Truth", "source": "UltimateAdventurer", - "page": 220, - "level": 5, - "school": "E", - "time": [ - { - "number": 1, - "unit": "bonus" - } + "page": 91, + "featureType": [ + "Dis", + "LDis" ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true - }, - "duration": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "level": 7 } ], - "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" + "You can spend 3 ki points to cast {@spell see invisibility}." ], - "areaTags": [ - "ST" + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "3": [ + "see invisibility" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } ] }, { - "name": "Arcane Redirection", + "name": "Summon Darkness", "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" - } + "page": 91, + "featureType": [ + "Dis", + "DDis" ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "s": true - }, - "duration": [ + "prerequisite": [ { - "type": "instant" + "level": 7 } ], - "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." + "You can spend 3 ki points to cast {@spell darkness}." ], - "entriesHigherLevel": [ + "additionalSpells": [ { - "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" + "innate": { + "_": { + "resource": { + "3": [ + "darkness" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } + ] + }, + { + "name": "Danger Vision", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "LDis" ], - "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": [ + "prerequisite": [ { - "type": "instant" + "level": 13 } ], - "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})." + "You can spend 4 ki points to cast {@spell premonition|UltimateAdventurer}." ], - "scalingLevelDice": [ - { - "label": "lightning damage", - "scaling": { - "5": "1d8", - "11": "2d8", - "17": "3d8" - } - }, + "additionalSpells": [ { - "label": "lightning damage to the second target", - "scaling": { - "1": "{{spellcasting_mod}}", - "5": "1d8 + {{spellcasting_mod}}", - "11": "2d8 + {{spellcasting_mod}}", - "17": "3d8 + {{spellcasting_mod}}" - } + "innate": { + "_": { + "resource": { + "4": [ + "premonition|UltimateAdventurer" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } - ], - "damageInflict": [ - "lightning" - ], - "areaTags": [ - "MT" - ], - "miscTags": [ - "SCL", - "AAD" ] }, { - "name": "Aspir", + "name": "Farsight", "source": "UltimateAdventurer", - "page": 221, - "level": 1, - "school": "V", - "time": [ - { - "number": 1, - "unit": "bonus" - } + "page": 91, + "featureType": [ + "Dis", + "NDis" ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "a blue ribbon" - }, - "duration": [ + "prerequisite": [ { - "type": "instant" + "level": 13 } ], - "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." + "You can spend 4 ki points to cast {@spell clairvoyance}." ], - "entriesHigherLevel": [ + "additionalSpells": [ { - "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." - ] + "innate": { + "_": { + "resource": { + "4": [ + "clairvoyance" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } - ], - "savingThrow": [ - "intelligence" - ], - "miscTags": [ - "SCL", - "SGT" ] }, { - "name": "Aura of Silence", + "name": "Hibernation Trance", "source": "UltimateAdventurer", - "page": 221, - "level": 6, - "school": "I", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 91, + "featureType": [ + "Dis", + "LDis" ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 20 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true + "level": 13 } ], - "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)." + "You can spend 4 ki points to cast {@spell feign death}." ], - "areaTags": [ - "S" + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "4": [ + "feign death" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } ] }, { - "name": "Bestow Blessing", + "name": "Mental Defense", "source": "UltimateAdventurer", - "page": 221, - "level": 3, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 91, + "featureType": [ + "Dis", + "NDis" ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "a holy symbol" - }, - "duration": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } + "level": 13 } ], - "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." + "You can spend 4 ki points to cast {@spell intellect fortress|TCE}." ], - "entriesHigherLevel": [ + "additionalSpells": [ { - "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." - ] + "innate": { + "_": { + "resource": { + "4": [ + "intellect fortress|TCE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } - ], - "miscTags": [ - "HL", - "ADV" - ], - "areaTags": [ - "ST" ] }, { - "name": "Bestow Malediction", + "name": "Presence Deflection", "source": "UltimateAdventurer", - "page": 222, - "level": 5, - "school": "N", - "time": [ + "page": 91, + "featureType": [ + "Dis", + "NDis" + ], + "prerequisite": [ { - "number": 1, - "unit": "action" + "level": 13 } ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true, - "m": "a shard of a mirror you broke" - }, - "duration": [ + "entries": [ + "You can spend 4 ki points to cast {@spell mage barrier|UltimateAdventurer}." + ], + "additionalSpells": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 + "innate": { + "_": { + "resource": { + "4": [ + "mage barrier|UltimateAdventurer" + ] + } + } }, - "concentration": true + "resourceName": "Ki", + "ability": "wis" } + ] + }, + { + "name": "Presence Lightning", + "source": "UltimateAdventurer", + "page": 91, + "featureType": [ + "Dis", + "DDis" ], - "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:", + "prerequisite": [ { - "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" + "level": 13 + } ], - "areaTags": [ - "ST" + "entries": [ + "You can spend 4 ki points to cast {@spell lightning bolt}." ], - "miscTags": [ - "AAD" + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "4": [ + "lightning bolt" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } ] }, { - "name": "Billowing Strike", + "name": "Seed Paranoia", "source": "UltimateAdventurer", - "page": 222, - "level": 2, - "school": "C", - "time": [ - { - "number": 1, - "unit": "bonus" - } + "page": 91, + "featureType": [ + "Dis", + "DDis" ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true - }, - "duration": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "level": 13 } ], - "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" + "You can spend 4 ki points to cast {@spell enemies abound|XGE}." ], - "entriesHigherLevel": [ + "additionalSpells": [ { - "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)." - ] + "innate": { + "_": { + "resource": { + "4": [ + "enemies abound|XGE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } - ], - "damageInflict": [ - "bludgeoning" - ], - "savingThrow": [ - "strength" - ], - "miscTags": [ - "FMV", - "AAD" - ], - "areaTags": [ - "ST" ] }, { - "name": "Bind Familiar", + "name": "Summon Fear", "source": "UltimateAdventurer", - "page": 223, - "level": 6, - "school": "T", - "time": [ - { - "number": 24, - "unit": "hour" - } + "page": 91, + "featureType": [ + "Dis", + "DDis" ], - "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": [ + "prerequisite": [ { - "type": "instant" + "level": 13 } ], - "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." + "You can spend 4 ki points to cast {@spell fear}." ], - "miscTags": [ - "HL" + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "4": [ + "fear" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } ] }, { - "name": "Bloodletting Bite", + "name": "Summon Light", "source": "UltimateAdventurer", - "page": 223, - "level": 0, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 91, + "featureType": [ + "Dis", + "LDis" ], - "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": [ + "prerequisite": [ { - "type": "instant" + "level": 13 } ], - "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})." + "You can spend 4 ki points to cast {@spell daylight}." ], - "scalingLevelDice": { - "label": "necrotic damage", - "scaling": { - "1": "1d12", - "5": "2d12", - "11": "3d12", - "17": "4d12" + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "4": [ + "daylight" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } - }, - "damageInflict": [ - "necrotic" - ], - "miscTags": [ - "AAD" - ], - "areaTags": [ - "ST" ] }, { - "name": "Bloodlust Infusion", + "name": "Destroy Life", "source": "UltimateAdventurer", - "page": 223, - "level": 3, - "school": "E", - "time": [ - { - "number": 1, - "unit": "bonus" - } + "page": 91, + "featureType": [ + "Dis", + "DDis" ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "s": true - }, - "duration": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "level": 19 } ], - "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" + "You can spend 5 ki points to cast {@spell blight}." ], - "miscTags": [ - "AAD" + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "5": [ + "blight" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } ] }, { - "name": "Bloodseize", + "name": "Enhance Prowess", "source": "UltimateAdventurer", - "page": 223, - "level": 6, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 91, + "featureType": [ + "Dis", + "NDis" ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true + "level": 19 } ], - "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" + "You can spend 5 ki points to cast {@spell freedom of movement}." ], - "miscTags": [ - "SGT" + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "5": [ + "freedom of movement" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } ] }, { - "name": "Bolstering Ballad", + "name": "Honorable Combat", "source": "UltimateAdventurer", - "page": 224, - "level": 6, - "school": "E", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 91, + "featureType": [ + "Dis", + "LDis" ], - "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": [ + "prerequisite": [ { - "type": "instant" + "level": 19 } ], "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." + "You can spend 5 ki points to cast {@spell duel of destiny|UltimateAdventurer}." ], - "entriesHigherLevel": [ + "additionalSpells": [ { - "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." - ] + "innate": { + "_": { + "resource": { + "5": [ + "duel of destiny|UltimateAdventurer" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } - ], - "damageResist": [ - "acid", - "bludgeoning", - "cold", - "fire", - "force", - "lightning", - "necrotic", - "piercing", - "poison", - "psychic", - "radiant", - "slashing", - "thunder" - ], - "miscTags": [ - "MAC" ] }, { - "name": "Brain Trust", + "name": "Presence Resilience", "source": "UltimateAdventurer", - "page": 224, - "level": 9, - "school": "D", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 91, + "featureType": [ + "Dis", + "LDis" ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true, - "m": "a stack of legal paperwork at least half a foot tall" - }, - "duration": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 24 - } + "level": 19 } ], - "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." + "You can spend 5 ki points to cast {@spell aura of purity}." ], - "areaTags": [ - "MT" + "additionalSpells": [ + { + "innate": { + "_": { + "resource": { + "5": [ + "aura of purity" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" + } ] }, { - "name": "Build Acid Spewer", + "name": "Presence Storm", "source": "UltimateAdventurer", - "page": 224, - "level": 3, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 91, + "featureType": [ + "Dis", + "DDis" ], - "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": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } + "level": 19 } ], - "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." + "You can spend 5 ki points to cast {@spell storm sphere|XGE}." ], - "entriesHigherLevel": [ + "additionalSpells": [ { - "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." - ] + "innate": { + "_": { + "resource": { + "5": [ + "storm sphere|XGE" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } - ], - "savingThrow": [ - "dexterity" - ], - "damageInflict": [ - "acid" - ], - "areaTags": [ - "ST", - "S" - ], - "miscTags": [ - "OBJ", - "SCL" ] }, { - "name": "Build Plasma Blade", + "name": "Crane", "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 - } - } + "page": 92, + "featureType": [ + "MysTattoo" ], - "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." + "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." ], - "entriesHigherLevel": [ + "additionalSpells": [ { - "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." - ] + "innate": { + "_": { + "resource": { + "1": [ + "feather fall" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } + ] + }, + { + "name": "Eye", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" ], - "damageInflict": [ - "fire", - "lightning", - "radiant" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "SCL" + "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": "Build Ray Pistol", + "name": "Mandala", "source": "UltimateAdventurer", - "page": 225, - "level": 1, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 92, + "featureType": [ + "MysTattoo" ], - "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 - } - } + "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" ], - "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." + "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." ], - "entriesHigherLevel": [ + "additionalSpells": [ { - "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." - ] + "innate": { + "_": { + "resource": { + "2": [ + "disguise self" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } + ] + }, + { + "name": "Monkey", + "source": "UltimateAdventurer", + "page": 92, + "featureType": [ + "MysTattoo" ], - "damageInflict": [ - "radiant" - ], - "areaTags": [ - "ST" + "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" ], - "miscTags": [ - "SCL" + "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": "Build Shock Baton", + "name": "Snake", "source": "UltimateAdventurer", - "page": 226, - "level": 1, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 92, + "featureType": [ + "MysTattoo" ], - "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 - } - } + "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" ], - "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." + "You have a climbing speed of 30 feet. You can spend 3 ki points to cast the {@spell web} spell without material components." ], - "entriesHigherLevel": [ + "additionalSpells": [ { - "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." - ] + "innate": { + "_": { + "resource": { + "3": [ + "web" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } - ], - "damageInflict": [ - "lightning" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "SCL" ] }, { - "name": "Build Weapon", + "name": "Sun", "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" - } + "page": 92, + "featureType": [ + "MysTattoo" ], - "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" + "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": "Call Spirit", + "name": "Tiger", "source": "UltimateAdventurer", - "page": 226, - "level": 4, - "school": "N", - "time": [ - { - "number": 1, - "unit": "minute" - } + "page": 92, + "featureType": [ + "MysTattoo" ], - "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" - } + "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" ], - "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." + "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." ], - "entriesHigherLevel": [ + "additionalSpells": [ { - "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}." - ] + "innate": { + "_": { + "resource": { + "2": [ + "entangle" + ] + } + } + }, + "resourceName": "Ki", + "ability": "wis" } - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "SCL", - "SMN" ] }, { - "name": "Cataclysmic Failure", + "name": "Tsunami", "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" - } + "page": 92, + "featureType": [ + "MysTattoo" ], - "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" + "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": "Chaos Wave", + "name": "Arcane Anathema", "source": "UltimateAdventurer", - "page": 227, - "level": 5, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 159, + "featureType": [ + "Mal" ], - "range": { - "type": "line", - "distance": { - "type": "feet", - "amount": 100 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "instant" - } + "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" ], - "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." - ] - ] - } + "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" ], - "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." - ] - } + "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" ], - "savingThrow": [ - "dexterity" + "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" ], - "damageInflict": [ - "acid", - "cold", - "fire", - "force", - "lightning", - "poison", - "psychic", - "thunder" + "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" ], - "conditionInflict": [ - "stunned", - "restrained", - "frightened", - "prone", - "blinded", - "poisoned", - "charmed", - "deafened" + "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" ], - "areaTags": [ - "L" + "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" ], - "miscTags": [ - "RO", - "SCL" + "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": "Chaos Weapon", + "name": "Capacious Anathema", "source": "UltimateAdventurer", - "page": 228, - "level": 4, - "school": "T", - "time": [ + "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": [ { - "number": 1, - "unit": "action" + "level": 10, + "feature": [ + "Arcane Anathema" + ] } + ] + }, + { + "name": "Eldritch Bane", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" ], - "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": [ + "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": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true + "level": 10, + "feature": [ + "Hostile Bane" + ] } + ] + }, + { + "name": "Enervating Jinx", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" ], - "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.", + "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": "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" - ] + "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}." ], - "entriesHigherLevel": [ + "prerequisite": [ { - "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}." + "level": 10, + "feature": [ + "Swift Jinx" ] } - ], - "savingThrow": [ - "dexterity" - ], - "damageInflict": [ - "acid", - "cold", - "fire", - "force", - "lightning", - "poison", - "psychic", - "thunder" - ], - "areaTags": [ - "ST", - "S" - ], - "miscTags": [ - "LGT", - "OBJ", - "RO", - "SCL" ] }, { - "name": "Charm Crowd", + "name": "Hex Aura", "source": "UltimateAdventurer", - "page": 228, - "level": 7, - "school": "E", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 160, + "featureType": [ + "Mal" ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "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": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } + "level": 10, + "feature": [ + "Hex Armor" + ] } + ] + }, + { + "name": "Hex Plate", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" ], - "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." + "Your AC can't be less than 16 + your curse ability modifier, regardless of what kind of armor you're wearing." ], - "entriesHigherLevel": [ + "prerequisite": [ { - "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." + "level": 10, + "feature": [ + "Hex Armor" ] } + ] + }, + { + "name": "Infectious Affliction", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" ], - "savingThrow": [ - "wisdom" + "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." ], - "conditionInflict": [ - "charmed" + "prerequisite": [ + { + "level": 10, + "feature": [ + "Fecund Affliction" + ] + } + ] + }, + { + "name": "Instinctual Suppression", + "source": "UltimateAdventurer", + "page": 160, + "featureType": [ + "Mal" ], - "areaTags": [ - "MT" + "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}." ], - "miscTags": [ - "SCL" + "prerequisite": [ + { + "level": 10, + "feature": [ + "Bolstering Suppression" + ] + } ] }, { - "name": "Clumsiness Infusion", + "name": "Martial Bane", "source": "UltimateAdventurer", - "page": 228, - "level": 1, - "school": "T", - "time": [ + "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": [ { - "number": 1, - "unit": "bonus" + "level": 10, + "feature": [ + "Hostile Bane" + ] } + ] + }, + { + "name": "Muffling Imprecation", + "source": "UltimateAdventurer", + "page": 161, + "featureType": [ + "Mal" ], - "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" + "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)." ], - "miscTags": [ - "AAD" + "prerequisite": [ + { + "level": 10, + "feature": [ + "Enshrouding Imprecation" + ] + } ] }, { - "name": "Coldsnap/Heatwave", + "name": "Obstinate Anathema", "source": "UltimateAdventurer", - "page": 229, - "level": 8, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 161, + "featureType": [ + "Mal" ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 500 - } - }, - "components": { - "v": true, - "s": true, - "m": "an enclosed glass cylinder filled with liquid mercury" - }, - "duration": [ + "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": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "level": 10, + "feature": [ + "Arcane Anathema" + ] } + ] + }, + { + "name": "Prolific Affliction", + "source": "UltimateAdventurer", + "page": 161, + "featureType": [ + "Mal" ], - "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." - ] - }, + "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": [ { - "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." + "level": 10, + "feature": [ + "Fecund Affliction" ] } - ], - "damageInflict": [ - "cold", - "fire" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "S", - "Y" - ], - "miscTags": [ - "SGT" ] }, { - "name": "Contaminate Food and Drink", + "name": "Resistant Suppression", "source": "UltimateAdventurer", - "page": 229, - "level": 1, - "school": "T", - "time": [ - { - "number": 1, - "unit": "minute" - } + "page": 161, + "featureType": [ + "Mal" ], - "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": [ + "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": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } + "level": 10, + "feature": [ + "Bolstering Suppression" + ] } + ] + }, + { + "name": "Scourge Sense", + "source": "UltimateAdventurer", + "page": 161, + "featureType": [ + "Mal" ], - "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." + "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." ], - "entriesHigherLevel": [ + "prerequisite": [ { - "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." + "level": 10, + "feature": [ + "Scourge Speech" ] } - ], - "savingThrow": [ - "constitution" - ], - "damageInflict": [ - "poison", - "psychic" - ], - "conditionInflict": [ - "blinded", - "exhaustion", - "incapacitated", - "poisoned" - ], - "areaTags": [ - "S" - ], - "miscTags": [ - "OBJ", - "SCL" ] - }, + }, { - "name": "Corpse Mask", + "name": "Scourge Visage", "source": "UltimateAdventurer", - "page": 230, - "level": 1, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } + "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)." ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } + "level": 10, + "feature": [ + "Scourge Speech" + ] } + ] + }, + { + "name": "Sleighting Imprecation", + "source": "UltimateAdventurer", + "page": 161, + "featureType": [ + "Mal" ], - "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." + "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." ], - "entriesHigherLevel": [ + "prerequisite": [ { - "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." + "level": 10, + "feature": [ + "Enshrouding Imprecation" ] } - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "SCL" ] }, { - "name": "Corrode Metal", + "name": "Startling Jinx", "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" - } - ] - }, + "page": 161, + + "featureType": [ + "Mal" + ], "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.", + "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", - "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." - ] - } + "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}." ] + } ], - "entriesHigherLevel": [ + "prerequisite": [ { - "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." + "level": 10, + "feature": [ + "Swift Jinx" ] } - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "MAC", - "OBJ", - "SGT", - "SCL" ] }, { - "name": "Create Bog", + "name": "Adaptive Malediction", "source": "UltimateAdventurer", - "page": 230, - "level": 3, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } + "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." ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 120 - } - }, - "components": { - "v": true, - "s": true, - "m": "a gob of mud and moss" - }, - "duration": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "level": 18 } + ] + }, + { + "name": "Crippling Jinx", + "source": "UltimateAdventurer", + "page": 162, + "featureType": [ + "Mal" ], - "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": [ + "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": "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." + "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." ] } ], - "damageInflict": [ - "acid" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "S" - ], - "miscTags": [ - "DFT" + "prerequisite": [ + { + "level": 18, + "feature": [ + "Enervating Jinx", + "Startling Jinx" + ] + } ] }, { - "name": "Create Vampire", + "name": "Dispelling Anathema", "source": "UltimateAdventurer", - "page": 230, - "level": 8, - "school": "N", - "time": [ - { - "number": 8, - "unit": "hour" - } + "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." ], - "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": [ + "prerequisite": [ { - "type": "instant" + "level": 18, + "feature": [ + "Capacious Anathema", + "Obstinate Anathema" + ] } + ] + }, + { + "name": "Doubling Jinx", + "source": "UltimateAdventurer", + "page": 162, + + "featureType": [ + "Mal" ], - "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:", + "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": [ { - "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." + "level": 18, + "feature": [ + "Enervating Jinx", + "Startling Jinx" ] - }, - "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", + "name": "Facile Suppression", "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 - } - } + "page": 162, + "featureType": [ + "Mal" ], - "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." + "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)." ], - "entriesHigherLevel": [ + "prerequisite": [ { - "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." + "level": 18, + "feature": [ + "Instinctual Suppression", + "Resistant Suppression" ] } - ], - "spellAttack": [ - "R" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "SGT", - "SCL" ] }, { - "name": "Curse Ward", + "name": "Explosive Bane", "source": "UltimateAdventurer", - "page": 232, - "level": 4, - "school": "A", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 162, + "featureType": [ + "Mal" ], - "range": { - "type": "point", - "distance": { - "type": "touch" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "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": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } + "level": 18, + "feature": [ + "Eldritch Bane", + "Martial Bane" + ] } + ] + }, + { + "name": "Hex Phalanx", + "source": "UltimateAdventurer", + "page": 162, + "featureType": [ + "Mal" ], - "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." + "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." ], - "entriesHigherLevel": [ + "prerequisite": [ { - "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." + "level": 18, + "feature": [ + "Hex Aura", + "Hex Plate" ] } - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "ADV", - "SCL" ] }, { - "name": "Cyclone Strike", + "name": "Hex Shield", "source": "UltimateAdventurer", - "page": 232, - "level": 1, - "school": "C", - "time": [ - { - "number": 1, - "unit": "bonus" - } + "page": 162, + "featureType": [ + "Mal" ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true - }, - "duration": [ + "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": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "level": 18, + "feature": [ + "Hex Aura", + "Hex Plate" + ] } + ] + }, + { + "name": "Immune Suppression", + "source": "UltimateAdventurer", + "page": 162, + "featureType": [ + "Mal" ], - "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." + "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." ], - "entriesHigherLevel": [ + "prerequisite": [ { - "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})." + "level": 18, + "feature": [ + "Instinctual Suppression", + "Resistant Suppression" ] } - ], - "damageInflict": [ - "slashing" - ], - "savingThrow": [ - "dexterity" - ], - "areaTags": [ - "S" - ], - "miscTags": [ - "SCL" ] }, { - "name": "Dazzling Pop", + "name": "Insidious Imprecation", "source": "UltimateAdventurer", - "page": 232, - "level": 1, - "school": "I", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 162, + "featureType": [ + "Mal" ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "a firecracker" - }, - "duration": [ + "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": [ { - "type": "instant" + "level": 18, + "feature": [ + "Muffling Imprecation", + "Sleighting Imprecation" + ] } + ] + }, + { + "name": "Negating Anathema", + "source": "UltimateAdventurer", + "page": 163, + "featureType": [ + "Mal" ], - "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." + "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." ], - "entriesHigherLevel": [ + "prerequisite": [ { - "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." + "level": 18, + "feature": [ + "Capacious Anathema", + "Obstinate Anathema" ] } - ], - "damageInflict": [ - "radiant", - "thunder" - ], - "conditionInflict": [ - "blinded", - "deafened" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "LGT", - "SGT", - "SCL" ] }, { - "name": "Death Burst", + "name": "Scourge Attunement", "source": "UltimateAdventurer", - "page": 232, - "level": 4, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 163, + "featureType": [ + "Mal" ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 20 - } - }, - "components": { - "v": true - }, - "duration": [ + "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": [ { - "type": "instant" + "level": 18, + "feature": [ + "Scourge Sense", + "Scourge Visage" + ] } + ] + }, + { + "name": "Scourge Presence", + "source": "UltimateAdventurer", + "page": 163, + "featureType": [ + "Mal" ], - "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." + "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}." ], - "entriesHigherLevel": [ + "prerequisite": [ { - "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." + "level": 18, + "feature": [ + "Scourge Sense", + "Scourge Visage" ] } - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "S" - ], - "miscTags": [ - "SCL" ] - }, { - "name": "Death Shroud", + "name": "Transferring Affliction", "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 - } + "page": 163, + "featureType": [ + "Mal" ], - "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})." + "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." ], - "scalingLevelDice": { - "label": "extra damage", - "scaling": { - "1": "2d4", - "5": "4d4", - "11": "6d4", - "17": "8d4" + "prerequisite": [ + { + "level": 18, + "feature": [ + "Scourge Sense", + "Scourge Visage" + ] } - }, - "areaTags": [ - "ST" - ], - "miscTags": [ - "AAD", - "SCL" ] }, { - "name": "Deploy Personal Barrier", + "name": "Umbral Imprecation", "source": "UltimateAdventurer", - "page": 233, - "level": 1, - "school": "C", - "time": [ - { - "number": 1, - "unit": "action" - } + "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}." ], - "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": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } + "level": 18, + "feature": [ + "Muffling Imprecation", + "Sleighting Imprecation" + ] } + ] + }, + { + "name": "Vengeful Bane", + "source": "UltimateAdventurer", + "page": 163, + "featureType": [ + "Mal" ], - "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." + "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)." ], - "entriesHigherLevel": [ + "prerequisite": [ { - "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)." + "level": 18, + "feature": [ + "Eldritch Bane", + "Martial Bane" ] } - ], - "savingThrow": [ - "intelligence" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "SGT", - "SCL", - "THP" ] }, { - "name": "Deploy Shock Shield", + "name": "Vile Affliction", "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" - } - ] - }, + "page": 163, + "featureType": [ + "Mal" + ], "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." + "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." ], - "entriesHigherLevel": [ + "prerequisite": [ { - "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}." + "level": 18, + "feature": [ + "Scourge Sense", + "Scourge Visage" ] } - ], - "damageInflict": [ - "lightning" - ], - "savingThrow": [ - "intelligence" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "SGT", - "SCL" ] }, { - "name": "Deploy Velocity Shield", + "name": "Charm Ray", "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": [ + "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": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 + "level": { + "level": 7, + "class": { + "name": "Blood Hunter" + } } } - ], - "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" + "The target creature must succeed on a Constitution saving throw or be {@condition blinded} until the end of its next turn." ] }, { - "name": "Detect Past", + "name": "Confusion Ray", "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": [ + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ { - "type": "instant" - } - ], - "meta": { - "ritual": true - }, - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ], - "fromSubclass": [ - { + "level": { + "level": 7, "class": { - "name": "Warlock", - "source": "PHB" - }, - "subclass": { - "name": "The Librarian", - "shortName": "Librarian", - "source": "UltimateAdventurer" + "name": "Blood Hunter" } } - ] - }, - "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" + ], + "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": "Devilsight", + "name": "Psychic Ray", "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": [ + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 + "level": { + "level": 7, + "class": { + "name": "Blood Hunter" + } } } - ], - "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" + "The target creature must succeed on an Intelligence saving throw or take psychic damage equal to a roll of your hemocraft die + PB." ] }, { - "name": "Dispel Caster", + "name": "Pushing Ray", "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": [ + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "classes": { - "fromClassList": [ - { - "name": "Accursed", - "source": "UltimateAdventurer" + "level": { + "level": 7, + "class": { + "name": "Blood Hunter" + } } - ] - }, + } + ], "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" + "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": "Dispelling Smite", + "name": "Radiant Ray", "source": "UltimateAdventurer", - "page": 234, - "level": 3, - "school": "A", - "time": [ + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ { - "number": 1, - "unit": "bonus" - } - ], - "range": { - "type": "point", - "distance": { - "type": "self" + "level": { + "level": 7, + "class": { + "name": "Blood Hunter" + } + } } - }, - "components": { - "v": true - }, - "duration": [ + ], + "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": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "classes": { - "fromClassList": [ - { - "name": "Paladin", - "source": "PHB" + "level": { + "level": 11, + "class": { + "name": "Blood Hunter" + } } - ] - }, + } + ], "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" + "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": "Divine Avenger", + "name": "Petrifying Ray", "source": "UltimateAdventurer", - "page": 234, - "level": 8, - "school": "C", - "time": [ + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ { - "number": 1, - "unit": "action" - } - ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 + "level": { + "level": 11, + "class": { + "name": "Blood Hunter" + } + } } - }, - "components": { - "v": true, - "m": "a holy symbol" - }, - "duration": [ + ], + "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": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } - ], - "classes": { - "fromClassList": [ - { - "name": "Cleric", - "source": "PHB" + "level": { + "level": 11, + "class": { + "name": "Blood Hunter" + } } - ] - }, + } + ], "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:", + "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": [ { - "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." - ] + "level": { + "level": 11, + "class": { + "name": "Blood Hunter" } - ] - }, - "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" + } + } + ], + "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": "Divine Conduit", + "name": "Paralyzing Ray", "source": "UltimateAdventurer", - "page": 235, - "level": 6, - "school": "T", - "time": [ + "page": 187, + "featureType": [ + "Eye Ray" + ], + "prerequisite": [ { - "number": 1, - "unit": "action" + "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" ], - "range": { - "type": "point", - "distance": { - "type": "self" - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ + "prerequisite": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true + "level": { + "level": 15, + "class": { + "name": "Blood Hunter" + }, + "subclass": { + "name": "Order of the Giantfeller", + "visible": 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:", + "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": "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." + "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}." ] } - ], - "damageResist": [ - "radiant" - ], - "damageImmune": [ - "necrotic" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "LGT", - "THP" ] }, { - "name": "Drain", + "name": "Blood Curse of Domination", "source": "UltimateAdventurer", - "page": 236, - "level": 1, - "school": "N", - "time": [ + "page": 190, + "featureType": [ + "Blood Curse" + ], + "prerequisite": [ { - "number": 1, - "unit": "action" + "level": { + "level": 18, + "class": { + "name": "Blood Hunter" + }, + "subclass": { + "name": "Order of the Infected Mind", + "visible": true + } + } } ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 30 - } - }, - "components": { - "v": true, - "s": true, - "m": "a red ribbon" - }, - "duration": [ + "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": "instant" + "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" ], - "classes": { - "fromClassList": [ - { - "name": "Accursed", - "source": "UltimateAdventurer" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" - } - ], - "fromSubclass": [ - { + "prerequisite": [ + { + "level": { + "level": 15, "class": { - "name": "Monk", - "source": "PHB" + "name": "Blood Hunter" }, "subclass": { - "name": "Way of the Presence", - "shortName": "Presence", - "source": "UltimateAdventurer" + "name": "Order of the Eye", + "visible": true } } - ] - }, - "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": [ + "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": "At Higher Levels", + "name": "Amplify", "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." + "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." ] } - ], - "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "ST" - ], - "miscTags": [ - "SCL", - "THP" ] }, { - "name": "Duel of Destiny", + "name": "Blood Curse of the Scale", "source": "UltimateAdventurer", - "page": 236, - "level": 4, - "school": "A", - "time": [ + "page": 190, + "featureType": [ + "Blood Curse" + ], + "prerequisite": [ { - "number": 1, - "unit": "action" + "level": { + "level": 18, + "class": { + "name": "Blood Hunter" + }, + "subclass": { + "name": "Order of the Dragoon", + "visible": true + } + } } ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 60 - } - }, - "components": { - "v": true, - "s": true, - "m": "a holy symbol" - }, - "duration": [ + "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": "timed", - "duration": { - "type": "minute", - "amount": 1 - } + "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." + ] } + ] + }, + { + "name": "Clouded Eyes", + "source": "UltimateAdventurer", + "page": 65, + "featureType": [ + "UAH:PD" + ], + "entries": [ + "Your eyes are clouded and milky. You are permanently blind, but have {@sense blindsight} to a distance of 30 feet. At 11th level, the distance of your {@sense blindsight} increases to 60 feet." + ] + }, + { + "name": "Venerable", + "source": "UltimateAdventurer", + "page": 65, + "featureType": [ + "UAH:PD" + ], + "entries": [ + "Your oracular visions only came with advanced old age. Your hit point maximum decreases by 1 and decreases by 1 again whenever you gain a level in this class. Your spell save DC and spell attack modifier for cleric spells each increase by 1." + ] + }, + { + "name": "Withered Hand", + "source": "UltimateAdventurer", + "page": 65, + "featureType": [ + "UAH:PD" + ], + "entries": [ + "You have a withered hand. You have disadvantage on any weapon attacks made with that hand and cannot carry a shield with it. When you roll a 1 on a damage die for a spell attack with a cleric spell, you can reroll the die. You must use the new roll, even if the new roll is a 1." + ] + }, + { + "name": "Black Tear Powder", + "source": "UltimateAdventurer", + "page": 112, + "featureType": [ + "Conc" ], - "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." + "You can blow a dose of this powder into the eyes of a creature within 5 feet with the Use an Object action. When you do, that creature must succeed on a Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the blinded effect on a success." + ] + }, + { + "name": "Blisterskin Oil", + "source": "UltimateAdventurer", + "page": 113, + "featureType": [ + "Conc" ], - "damageInflict": [ - "radiant" + "entries": [ + "You can throw a dose of this oil onto a creature within 5 feet with the Use an Object action. The creature takes 1d8 acid damage and an additional 1d8 acid damage at the start of each of its turns for the next minute. The creature can end this effect by using an action to clean the oil from itself." + ] + }, + { + "name": "Bitterbite Toxin", + "source": "UltimateAdventurer", + "page": 113, + "featureType": [ + "Conc" ], - "miscTags": [ - "AAD", - "LGT", - "SGT", - "THP" + "entries": [ + "You can apply a dose of this toxin to a weapon with the Use an Object action. The next time this weapon deals damage, it deals extra poison damage. This extra damage is equal to your Sneak Attack damage. This destroys the dose of toxin. A weapon can only benefit from one dose of bitterbite toxin at a time." ] }, { - "name": "Dusk", + "name": "Charming Philter", "source": "UltimateAdventurer", - "page": 236, - "level": 5, - "school": "N", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 113, + "featureType": [ + "Conc" ], - "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": [ + " You can apply a dose of this philter to yourself or a target creature within 5 feet that you can see with the Use an Object action. For the next 10 minutes, when a creature that must breathe enters a space within 15 feet of the target, the creature must succeed on a Wisdom saving throw or be charmed by the target for the remainder of the duration of the philter. This effect automatically ends if the creature takes damage from the target or one of the target's allies. A creature affected by this concoction cannot cannot be affected again for 24 hours." + ] + }, + { + "name": "Flashfreeze Powder", + "source": "UltimateAdventurer", + "page": 113, + "featureType": [ + "Conc" ], - "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." + "You can blow a dose of this powder towards a creature within 5 feet with the Use an Object action. When you do, that creature must succeed on a Dexterity saving throw or take cold damage and have its movement speed reduced to 0 until the start of your next turn. This cold damage is equal to your Sneak Attack damage. If the creature succeeds on the saving throw, it takes half damage and its speed is unaffected." + ] + }, + { + "name": "Haste Tar", + "source": "UltimateAdventurer", + "page": 113, + "featureType": [ + "Conc" ], - "damageInflict": [ - "necrotic" + "entries": [ + "A creature can apply a dose of this tar to its gums with the Use an Object action. When it does, for the next minute, the creature adds half your proficiency bonus to its AC and can take the Attack (one weapon attack only), Dash, or Disengage action as a bonus action on its turn. After that minute, the creature gains a level of exhaustion." + ] + }, + { + "name": "Mule Mix", + "source": "UltimateAdventurer", + "page": 113, + "featureType": [ + "Conc" ], - "areaTags": [ - "Y" + "entries": [ + "A creature can pinch a dose of this mix into its mouth with the Use an Object action. When it does, it has advantage on Strength saving throws, it deals an additional 1d4 damage when it makes weapon attacks that use Strength, and it is considered one size larger for determining carrying capacity and the weight it can push, drag, or lift. These effects end after one hour, at which time the creature gains a level of exhaustion." + ] + }, + { + "name": "Nervewrecker Toxin", + "source": "UltimateAdventurer", + "page": 113, + "featureType": [ + "Conc" ], - "miscTags": [ - "OBS", - "THP", - "UBA" + "entries": [ + "You can apply a dose of this toxin to a weapon with the Use an Object action. The next time this weapon deals damage to a creature, the creature must succeed on a Constitution saving throw or be poisoned and take 1d10 poison damage at the start of each of its turns. The creature can repeat this saving throw at the end of each of its turns, ending this effect on a success." ] }, { - "name": "Elemental Ruination", + "name": "Restorative Tonic", "source": "UltimateAdventurer", - "page": 236, - "level": 7, - "school": "T", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 113, + "featureType": [ + "Conc" ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 90 - } - }, - "components": { - "v": true, - "s": true - }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true - } + "entries": [ + "A creature can consume a dose of this tonic, or administer it to a willing or unconscious creature within 5 feet of it, with the Use an Object action. When a creature drinks this tonic, roll your Sneak Attack damage dice. The creature regains hit points equal to the result." + ] + }, + { + "name": "Revenant's Resolve", + "source": "UltimateAdventurer", + "page": 114, + "featureType": [ + "Conc" ], - "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." + "A creature can consume a dose of this mixture with the Use an Object action. When it does, roll your Sneak Attack damage dice. The creature gains temporary hit points equal to the result, and for the next minute ignores the effect of any levels of exhaustion it has. After that minute, the creature gains a level of exhaustion." + ] + }, + { + "name": "Stonesleep Tincture", + "source": "UltimateAdventurer", + "page": 114, + "featureType": [ + "Conc" ], - "savingThrow": [ - "constitution" + "entries": [ + "A willing creature can consume a dose of this tincture with the Use an Object action. When it does, the creature can choose to fall asleep at the end of any of its turns within the next minute. If it does, the creature is petrified for 8 hours. When this effect ends after 8 hours, the creature gains all the benefits of having finished a long rest and loses an additional level of exhaustion." + ] + }, + { + "name": "Sleeping Syrup", + "source": "UltimateAdventurer", + "page": 114, + "featureType": [ + "Conc" ], - "damageVulnerable": [ - "acid", - "cold", - "fire", - "lightning", - "thunder" + "entries": [ + "A creature can apply a dose of this syrup to food or drink with the Use an Object action. A creature that consumes the food or drink must succeed on a Constitution saving throw or gain a level of exhaustion. A creature that fails that saving throw must succeed on another Constitution saving throw after 1 minute has passed or become unconscious for 8 hours. When a creature uses its action to rouse the sleeping creature or the sleeping creature takes damage, the sleeping creature can make another Constitution saving throw, waking up on a success." + ] + }, + { + "name": "Smelling Salts", + "source": "UltimateAdventurer", + "page": 114, + "featureType": [ + "Conc" ], - "areaTags": [ - "ST" + "entries": [ + "A creature can take the Use an Object action to administer a dose of these salts to itself or another creature within 5 feet of it. When it does, the creature affected can choose to wake up or end one effect causing it to be charmed, frightened, or stunned." + ] + }, + { + "name": "Tangle Root Toxin", + "source": "UltimateAdventurer", + "page": 114, + "featureType": [ + "Conc" ], - "miscTags": [ - "SGT" + "entries": [ + "You can apply a dose of this toxin to a weapon with the Use an Object action. The next time this weapon deals damage, the creature is inebriated for the next minute. While inebriated, it has disadvantage on Perception ability checks and the first time each turn it uses its movement, it must succeed on a Dexterity saving throw or fall prone and have its movement speed reduced to 0 until the end of its turn." ] }, + { + "name": "Waking Nightmare Acid", + "source": "UltimateAdventurer", + "page": 114, + "featureType": [ + "Conc" + ], + "entries": [ + "You can apply a dose of this acid to a weapon with the Use an Object action. The next time this weapon deals damage, the creature must make a Wisdom saving throw. If the creature fails, it is frightened and takes 1d6 psychic damage at the start of each of its turns for the next minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success." + ] + }, + { + "name": "Universal Antidote", + "source": "UltimateAdventurer", + "page": 114, + "featureType": [ + "Conc" + ], + "entries": [ + "A creature can drink a dose of this antidote, or administer it to a willing or unconscious creature within 5 feet, with the Use an Object action. When it does, all poisons and non-magical diseases currently afflicting the creature immediately end. Additionally, for the next minute, the creature has resistance to poison damage and advantage on saving throws against poison." + ] + } + ], + "monster": [ { - "name": "Elemental Spike", + "name": "Domesticated Ooze", "source": "UltimateAdventurer", - "page": 236, - "level": 2, - "school": "V", - "time": [ - { - "number": 1, - "unit": "action" - } + "page": 38, + "summonedByClass": "Artificer|TCE", + "size": [ + "M" ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 90 - } + "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)" }, - "components": { - "v": true, - "s": true + "speed": { + "walk": 25, + "climb": 25 }, - "duration": [ + "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": [ { - "type": "instant" + "conditionImmune": [ + "blinded", + "charmed", + "deafened", + "exhaustion", + "frightened", + "poisoned", + "prone" + ] } ], - "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.", + "trait": [ { - "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." - ] - } + "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." ] } ], - "entriesHigherLevel": [ + "action": [ { - "type": "entries", - "name": "At Higher Levels", + "name": "Grasping Pseudopod", "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." + "{@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." ] } ], - "spellAttack": [ - "R" - ], - "damageInflict": [ - "cold", - "fire", - "force", - "thunder" - ], - "conditionInflict": [ - "prone" + "damageTags": [ + "A", + "B" ], - "areaTags": [ - "ST" + "savingThrowForced": [ + "strength" ], "miscTags": [ - "FMV", - "SCL", - "SGT" + "MW" ] }, { - "name": "Emboldening March", + "name": "Animated Marionette", "source": "UltimateAdventurer", - "page": 237, - "level": 2, - "school": "E", - "time": [ + "page": 58, + "summonedByClass": "Bard|PHB", + "size": [ + "T" + ], + "type": "construct", + "alignment": [ + "U" + ], + "ac": [ { - "number": 1, - "unit": "action" + "special": "13 + PB (natural armor)" } ], - "range": { - "type": "point", - "distance": { - "type": "self" - } + "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)" }, - "components": { - "v": true, - "s": true, - "m": { - "text": "a {@filter musical instrument|items|source=|type=instrument} worth at least 1 gp", - "cost": 100 - } + "speed": 25, + "str": 6, + "dex": 16, + "con": 12, + "int": 8, + "wis": 8, + "cha": 13, + "save": { + "dex": "+3 + PB", + "cha": "+1 + PB" }, - "duration": [ + "skill": { + "acrobatics": "+3 + PB", + "performance": "+1 + PB" + }, + "passive": "9", + "immune": [ + "poison" + ], + "shortName": true, + "languages": [ + "understands the languages you speak" + ], + "pbNote": "equals your bonus", + "conditionImmune": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true + "conditionImmune": [ + "charmed", + "exhaustion", + "poisoned" + ] } ], - "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.", + "trait": [ { - "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}." + "name": "False Appearance", + "entries": [ + "While the animated marionette remains motionless, it is indistinguishable from an ordinary puppet." ] }, - "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." + { + "name": "Magic Weapons", + "entries": [ + "The marionette's weapon attacks are magical." + ] + } ], - "entriesHigherLevel": [ + "action": [ { - "type": "entries", - "name": "At Higher Levels", + "name": "Pummel", "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." + "{@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." ] } ], - "areaTags": [ - "ST" + "damageTags": [ + "B" + ], + "savingThrowForced": [ + "strength" ], "miscTags": [ - "AAD", - "THP", - "SCL" + "MW" ] }, { - "name": "Embrace Destiny", + "name": "Eye Spy", "source": "UltimateAdventurer", - "page": 237, - "level": 1, - "school": "D", - "time": [ + "page": 185, + "summonedByClass": "Blood Hunter|BH2022", + "size": [ + "T" + ], + "type": "aberration", + "alignment": [ + "U" + ], + "ac": [ { - "number": 1, - "unit": "bonus" + "special": "12 + PB (natural armor)" } ], - "range": { - "type": "point", - "distance": { - "type": "self" - } + "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)" }, - "components": { - "v": true, - "s": true + "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" }, - "duration": [ + "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": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "conditionImmune": [ + "charmed", + "frightened", + "prone" + ] } ], - "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": [ + "action": [ { - "type": "entries", - "name": "At Higher Levels", + "name": "Bite", "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." + "{@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." ] } ], - "areaTags": [ - "ST" + "damageTags": [ + "C", + "F", + "N", + "O", + "P", + "R", + "Y" ], "miscTags": [ - "SCL", - "SGT" + "MW" ] }, { - "name": "Encyclopedia", + "name": "Hound", "source": "UltimateAdventurer", - "page": 237, - "level": 8, - "school": "D", - "time": [ + "page": 200, + "summonedByClass": "Pugilist|UltimateAdventurer", + "size": [ + "M" + ], + "type": "ooze", + "alignment": [ + "U" + ], + "ac": [ { - "number": 1, - "unit": "action" + "special": "12 + PB" } ], - "range": { - "type": "point", - "distance": { - "type": "self" - } + "hp": { + "special": "3 + five times your pugilist level (the hound has a number of Hit Dice [d8s] equal to your pugilist level)" }, - "components": { - "v": true + "speed": 40, + "str": 14, + "dex": 14, + "con": 15, + "int": 3, + "wis": 12, + "cha": 13, + "save": { + "str": "+2 + PB", + "dex": "+2 + PB", + "con": "+2 + PB" }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - } - } - ], - "classes": { - "fromClassList": [ - { - "name": "Wizard", - "source": "PHB" - } - ] + "skill": { + "athletics": "+2 + PB", + "perception": "+1 + PB", + "survival": "+1 + PB" }, - "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." + "passive": "11 + PB", + "shortName": true, + "senses": [ + "darkvision 60 ft." ], - "miscTags": [ - "SGT" - ] - }, - { - "name": "Enfeebling Dirge", - "source": "UltimateAdventurer", - "page": 238, - "level": 2, - "school": "E", - "time": [ - { - "number": 1, - "unit": "action" - } + "senseTags": [ + "D" ], - "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": [ + "languages": [ + "understands the languages you speak" + ], + "pbNote": "equals your bonus", + "conditionImmune": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true + "conditionImmune": [ + "charmed", + "frightened" + ] } ], - "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.", + "trait": [ { - "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." + "name": "Keen Hearing and Smell", + "entries": [ + "The hound has advantage on Wisdom ({@skill Perception}) checks that rely on hearing or smell." ] }, - "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." + { + "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." + ] + } ], - "entriesHigherLevel": [ + "action": [ { - "type": "entries", - "name": "At Higher Levels", + "name": "Bite", "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." + "{@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)." ] } ], - "damageInflict": [ - "necrotic" + "damageTags": [ + "P" ], - "conditionInflict": [ - "frightened" + "traitTags": [ + "Keen Senses" ], - "areaTags": [ - "ST" + "savingThrowForced": [ + "strength" ], "miscTags": [ - "SCL" + "MW" ] }, { - "name": "Epidemic", + "name": "Skull Servant", "source": "UltimateAdventurer", - "page": 238, - "level": 9, - "school": "N", - "time": [ + "page": 264, + "size": [ + "T" + ], + "type": "undead", + "alignment": [ + "N" + ], + "ac": [ { - "number": 1, - "unit": "action" + "special": "11 + the level of the spell (natural armor)" } ], - "range": { - "type": "radius", - "distance": { - "type": "feet", - "amount": 30 - } + "hp": { + "special": "1 (the skull servant has no Hit Dice)" }, - "components": { - "v": true, - "s": true + "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" }, - "duration": [ - { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } - } + "senses": [ + "darkvision 60 ft." ], - "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.", + "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": [ { - "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." - ] - } + "name": "Undead Nature", + "entries": [ + "The skull servant doesn't require air, food, drink, or sleep." ] }, - "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." + { + "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." + ] + } ], - "savingThrow": [ - "constitution" + "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." + ] + } ], - "damageVulnerable": [ - "acid", - "bludgeoning", - "cold", - "fire", - "force", - "lightning", - "necrotic", - "piercing", - "poison", - "psychic", - "radiant", - "slashing", - "thunder" + "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." + ] + } ], - "conditionInflict": [ - "blinded", - "exhaustion", - "stunned" + "traitTags": [ + "Turn Resistance" ], - "areaTags": [ - "MT", - "S" + "senseTags": [ + "D" + ], + "damageTags": [ + "P" + ], + "miscTags": [ + "HPR", + "MW" ] }, { - "name": "Eruption", + "name": "Sterling Vermin", "source": "UltimateAdventurer", - "page": 239, - "level": 6, - "school": "V", - "time": [ + "page": 118, + "size": [ + "T" + ], + "type": "beast", + "ac": [ { - "number": 1, - "unit": "action" + "special": "13 + PB (natural armor)" } ], - "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 150 - } + "hp": { + "special": "2 + your Dexterity modifier + three times your rogue level (the street rat has a number of Hit Dice [d4s] equal to your rogue level)" }, - "components": { - "v": true, - "s": true + "speed": { + "walk": 30, + "climb": 30, + "swim": 30 }, - "duration": [ + "str": 3, + "dex": 16, + "con": 14, + "int": 8, + "wis": 12, + "cha": 12, + "save": { + "dex": "+3 plus PB", + "con": "+2 plus PB" + }, + "skill": { + "performance": "+1 plus PB", + "sleight of hand": "+3 plus PB", + "stealth": "+3 plus PB × 2", + "survival": "+1 plus PB" + }, + "senses": [ + "darkvision 60ft." + ], + "passive": 11, + "conditionImmune": [ + "charmed", + "frightened" + ], + "languages": [ + "understands the languages you speak" + ], + "pbNote": "equals your bonus", + "trait": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "name": "Keen Sense", + "entries": [ + "When you bond to the sterling vermin, choose two from hearing, sight, and smell. The vermin has advantage on Wisdom ({@skill Perception}) checks it makes that rely on one or more of the chosen senses." + ] + }, + { + "name": "Vermin Nimbleness", + "entries": [ + "The sterling vermin can squeeze through a space as narrow as three inches wide, and it can move through and occupy the space of any creature that is of its size or larger. It can attempt to hide even when it is obscured only by a creature that is at least one size larger than it. It has advantage on Dexterity ({@skill Stealth}) checks it makes to hide within your clothing or packs, such as in a hood, pocket, or fold." + ] + }, + { + "name": "Clever Evasion", + "entries": [ + "When the sterling vermin 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. It has advantage on Dexterity saving throws while it occupies the same space as a creature larger than it." + ] + }, + { + "name": "Relentless Curiosity", + "entries": [ + "The sterling vermin's natural weapon counts as a set of thieves' tools for the purpose of disarming traps and picking locks. It adds its PB to any ability check it makes using its natural weapon as thieves' tools." + ] + }, + { + "name": "Magic Weapons", + "entries": [ + "Once you reach 6th level in this class, the sterling vermin's natural weapon is magical." + ] } ], - "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.", + "actionNote": "Requires your Action", + "action": [ { - "type": "entries", - "name": "Round 2", + "name": "Natural Weapon", "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." + "{@atk mw} your Dexterity modifier + PB to hit, reach 5 ft., one target. {@h}{@damage 1d4 + PB} damage. The damage type is bludgeoning, piercing, or slashing; you choose one of these damage types when you bond to the sterling vermin." ] }, { - "type": "entries", - "name": "Round 3-5", + "name": "Pickpocket", "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." + "The sterling vermin stows one object within or retrieves an object from a container within its reach that is worn or carried by another creature whose space the vermin occupies. It then makes a Dexterity ({@skill Sleight of Hand}) check against the target's passive {@skill Perception} score. On a success, the vermin completes the task undetected." + ] + } + ], + "traitTags": [ + "Keen Senses", + "Magic Weapons" + ], + "senseTags": [ + "D" + ], + "miscTags": [ + "MW" + ] + }, + { + "name": "Golem Companion", + "source": "UltimateAdventurer", + "page": 144, + "size": [ + "M" + ], + "type": "construct", + "ac": [ + { + "special": "13 + your intelligence modifier + PB (natural armor)" + } + ], + "hp": { + "special": "3 + your Intelligence modifier + five times your level in this class (the golem has a number of Hit Dice [d8s] equal to your wizard level)" + }, + "speed": { + "walk": 30 + }, + "str": 16, + "dex": 6, + "con": 16, + "int": 8, + "wis": 10, + "cha": 4, + "save": { + "str": "+3 plus PB", + "con": "+3 plus PB" + }, + "skill": { + "athletics": "+3 plus PB" + }, + "senses": [ + "darkvision 60 ft." + ], + "passive": 10, + "immune": [ + "poison" + ], + "conditionImmune": [ + "charmed", + "exhaustion", + "frightened", + "paralyzed", + "petrified", + "poisoned" + ], + "languages": [ + "understands the languages you speak" + ], + "pbNote": "equals your bonus", + "trait": [ + { + "name": "Immutable Form", + "entries": [ + "Once you reach 10th level in this class, the golem is immune to any spell or effect that would alter its form. When you cast a wizard spell targeting your golem, you can choose for the spell to ignore this trait until immediately after the spell ends." ] }, { - "type": "entries", - "name": "Round 6-10", + "name": "Magic Resistance", "entries": [ - "The same as Round 3-5, but the targets make their initial Constitution saving throw against the effect each round with advantage." + "Once you reach 14th level in this class, the golem has advantage on saving throws it makes against spells and other magical effects." ] } ], - "entriesHigherLevel": [ + "actionNote": "Requires your Action", + "action": [ { - "type": "entries", - "name": "At Higher Levels", + "name": "Slam", "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." + "{@atk mw} your spell attack modifier to hit, reach 5 ft., one target. {@h}{@damage 1d8 + PB} bludgeoning damage" ] } ], - "damageInflict": [ - "bludgeoning", - "fire", - "poison" + "traitTags": [ + "Immutable Form", + "Magic Resistance" ], - "conditionInflict": [ - "poisoned", - "restrained" + "senseTags": [ + "D" ], - "savingThrow": [ - "constitution", - "dexterity", - "strength" + "damageTags": [ + "B" ], - "areaTags": [ - "Y" + "miscTags": [ + "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." + ] + }, + { + "name": "Amulet of Emotion Magic", + "source": "UltimateAdventurer", + "page": 0, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While you wear this brass amulet, it grants you immu nity to being {@condition charmed} or {@condition frightened}, and it allows you to cast {@spell fear} or suggestion (save DC 13) as an action. Once these spells have been cast from the amulet a combined total of three times, the amulet can no longer cast them.", + "Thereafter you can cast {@spell cause fear|XGE} XGE or charm person (save DC 13) as an action. After you have cast these spells from the amulet a combined total of thirteen times, the amulet loses its magic and turns from brass to fired clay.", + { + "type": "entries", + "name": " Curse", + "entries": [ + "The amulet's affinity with emotion manifests as an unusual curse. Creatures that are strongly related to emotion magic, such as fey and creatures with the Frightful Presence action, have advantage on saving throws against spells cast from the amulet. If such a creature's save is successful, the amulet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save the spell's effects last on you for their full duration without requiring any creature to main tain {@status concentration}" + ] + } + ], + "attachedSpells": [ + "fear", + "cause fear|xge" + ] + }, + { + "name": "Ambrosia", + "source": "UltimateAdventurer", + "page": 278, + "type": "P", + "rarity": "legendary", + "entries": [ + "This golden-hued effervescent beverage is the legendary nectar of the gods. Mortals are rarely lucky enough to discover a supply of the divine drink but a generous celestial might gift it to an adventurer for completing a quest. The first time you consume ambrosia, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain all the benefits of completing a long rest.", + "For every 2 years that pass, your body ages only 1 year.", + "Roll {@dice 1d6} twice and consult the chart below. Each time, the ability score indicated increases by 2, to a maximum of 22." + ] + }, + { + "type": "table", + "caption": "Ambrosia", + "colLabels": [ + "d6", + "Ability Score" + ], + "colStyles": [ + "col-2 text-center", + "col-10" + ], + "rows": [ + [ + "1", + "Strength" + ], + [ + "2", + "Dexterity" + ], + [ + "3", + "Constitution" + ], + [ + "4", + "Intelligence" + ], + [ + "5", + "Wisdom" + ], + [ + "6", + "Charisma" + ] + ] + } ], "miscTags": [ - "OBS", - "SCL", - "SGT" + "CNS" ] }, { - "name": "Evil Eye", + "name": "Amulet of Emotion Magic", "source": "UltimateAdventurer", - "page": 239, - "level": 1, - "school": "N", + "page": 278, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While you wear this brass amulet, it grants you immu nity to being {@condition charmed} or {@condition frightened}, and it allows you to cast {@spell fear} or suggestion (save DC 13) as an action. Once these spells have been cast from the amulet a combined total of three times, the amulet can no longer cast them.", + "Thereafter you can cast {@spell cause fear|XGE} XGE or charm person (save DC 13) as an action. After you have cast these spells from the amulet a combined total of thirteen times, the amulet loses its magic and turns from brass to fired clay.", + { + "type": "entries", + "name": " Curse", + "entries": [ + "The amulet's affinity with emotion manifests as an unusual curse. Creatures that are strongly related to emotion magic, such as fey and creatures with the Frightful Presence action, have advantage on saving throws against spells cast from the amulet. If such a creature's save is successful, the amulet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save the spell's effects last on you for their full duration without requiring any creature to main tain {@status concentration}." + ] + } + ], + "attachedSpells": [ + "fear", + "cause fear|xge" + ] + } + ], + "spell": [ + { + "name": "Abeyed Discharge", + "source": "UltimateAdventurer", + "page": 220, + "level": 4, + "school": "V", "time": [ { "number": 1, @@ -29505,7 +29000,7 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 120 } }, "components": { @@ -29516,19 +29011,16 @@ { "type": "timed", "duration": { - "type": "hour", + "type": "minute", "amount": 1 - } + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Accursed", - "source": "UltimateAdventurer" - }, - { - "name": "Warlock", + "name": "Sorcerer", "source": "PHB" }, { @@ -29539,241 +29031,221 @@ "fromSubclass": [ { "class": { - "name": "Sorcerer", + "name": "Cleric", "source": "PHB" }, "subclass": { - "name": "Cursed Existence", - "shortName": "Cursed", + "name": "Time Domain", + "shortName": "Time", "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." + "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 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." + "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": [ - "wisdom" + "constitution" ], "areaTags": [ - "ST" + "S" ], "miscTags": [ - "PRM", "SCL" ] }, { - "name": "Fertility Rites", + "name": "Agility", "source": "UltimateAdventurer", - "page": 240, - "level": 1, - "school": "A", + "page": 220, + "level": 8, + "school": "T", "time": [ { "number": 1, - "unit": "hour" + "unit": "action" } ], "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 + "type": "self" } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } } ], - "meta": { - "ritual": true - }, "classes": { "fromClassList": [ { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", + "name": "Sorcerer", "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." - ] - }, + "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": [ { - "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." - ] - }, + "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": "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": "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": "Safe Keeping", + "name": "At Higher Levels", "entries": [ - "You touch a pregnant humanoid and abjure their body against harm. The pregnancy cannot be terminated without that creature's consent." + "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." ] } ], - "areaTags": [ - "ST", - "MT" - ], "miscTags": [ - "ADV" + "HL", + "SCL" ] }, { - "name": "Find Greater Familiar", + "name": "Apathy Infusion", "source": "UltimateAdventurer", - "page": 240, - "level": 3, - "school": "C", + "page": 220, + "level": 5, + "school": "E", "time": [ { - "number": 8, - "unit": "hour" + "number": 1, + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 10 + "type": "self" } }, "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 - } + "s": true }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Wizard", - "source": "PHB" + "name": "Accursed", + "source": "UltimateAdventurer" } ] }, "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." + "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": [ - "PRM", - "SGT", - "SMN" + "AAD" + ], + "areaTags": [ + "ST" ] }, { - "name": "Find Vessel", + "name": "Arcane Redirection", "source": "UltimateAdventurer", - "page": 240, - "level": 3, - "school": "C", + "page": 221, + "level": 5, + "school": "A", "time": [ { - "number": 10, - "unit": "minute" + "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": 120 + "amount": 60 } }, "components": { - "v": true, - "s": true, - "m": "a model ship within a bottle" + "s": true }, "duration": [ { @@ -29783,60 +29255,34 @@ "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Sorcerer", "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." + "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 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}." + "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": [ - "ADV", - "HL", - "OBJ", - "SCL", - "SMN" + "SGT", + "SCL" ] }, { - "name": "Flaming Vortex", + "name": "Arcing Arrow", "source": "UltimateAdventurer", - "page": 241, - "level": 5, - "school": "V", + "page": 221, + "level": 0, + "school": "T", "time": [ { "number": 1, @@ -29844,73 +29290,93 @@ } ], "range": { - "type": "point", + "type": "radius", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, "components": { "v": true, - "s": true + "m": { + "text": "a {@filter ranged weapon|items|source=|type=ranged weapon|Cost=[&10;&10000]} worth at least 1 sp", + "cost": 10 + } }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", "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." + "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})." ], - "entriesHigherLevel": [ + "scalingLevelDice": [ { - "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." - ] + "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}}" + } } ], - "savingThrow": [ - "dexterity" - ], "damageInflict": [ - "fire" + "lightning" + ], + "areaTags": [ + "MT" + ], + "miscTags": [ + "SCL", + "AAD" ] }, { - "name": "Flexuous Will", + "name": "Aspir", "source": "UltimateAdventurer", - "page": 241, - "level": 5, - "school": "I", + "page": 221, + "level": 1, + "school": "V", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { - "type": "special" + "type": "point", + "distance": { + "type": "feet", + "amount": 60 + } }, "components": { "v": true, "s": true, - "m": "multicolored clay putty or shifting iridescent fabric" + "m": "a blue ribbon" }, "duration": [ { @@ -29919,14 +29385,6 @@ ], "classes": { "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" @@ -29934,35 +29392,31 @@ ] }, "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." + "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 6th level or higher, the damage increases by {@scaledamage 6d10|5-9|1d10} for each slot level above 5th." + "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": [ - "wisdom" - ], - "damageInflict": [ - "psychic" + "intelligence" ], - "areaTags": [ - "S", - "L", - "N" + "miscTags": [ + "SCL", + "SGT" ] }, { - "name": "Fool's Gold", + "name": "Aura of Silence", "source": "UltimateAdventurer", - "page": 241, - "level": 0, - "school": "C", + "page": 221, + "level": 6, + "school": "I", "time": [ { "number": 1, @@ -29970,20 +29424,22 @@ } ], "range": { - "type": "point", + "type": "radius", "distance": { - "type": "touch" + "type": "feet", + "amount": 20 } }, "components": { - "m": "1 gold coin" + "v": true, + "s": true }, "duration": [ { "type": "timed", "duration": { - "type": "hour", - "amount": 24 + "type": "minute", + "amount": 10 }, "concentration": true } @@ -29995,73 +29451,132 @@ "source": "PHB" }, { - "name": "Wizard", + "name": "Cleric", "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." + "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": "Forecast", + "name": "Bestow Blessing", "source": "UltimateAdventurer", - "page": 241, - "level": 6, - "school": "D", + "page": 221, + "level": 3, + "school": "V", "time": [ { "number": 1, - "unit": "minute" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "touch" } }, "components": { "v": true, "s": true, - "m": "a glass thermometer and a copper weathervane" + "m": "a holy symbol" }, "duration": [ { "type": "timed", "duration": { - "type": "hour", - "amount": 24 + "type": "minute", + "amount": 1 } } ], - "meta": { - "ritual": true - }, "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Bard", "source": "PHB" }, { - "name": "Wizard", + "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 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." + "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": "Foreshadow", + "name": "Bestow Malediction", "source": "UltimateAdventurer", - "page": 241, - "level": 4, - "school": "D", + "page": 222, + "level": 5, + "school": "N", "time": [ { "number": 1, @@ -30071,14 +29586,13 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "touch" } }, "components": { "v": true, "s": true, - "m": "a quill pen tipped with wet ink" + "m": "a shard of a mirror you broke" }, "duration": [ { @@ -30099,67 +29613,69 @@ { "name": "Wizard", "source": "PHB" + }, + { + "name": "Accursed", + "source": "UltimateAdventurer" } ], "fromSubclass": [ { "class": { - "name": "Cleric", + "name": "Sorcerer", "source": "PHB" - }, + }, "subclass": { - "name": "Prophecy Domain", - "shortName": "Prophecy", + "name": "Cursed Existence", + "shortName": "Cursed Existence", "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": [ + "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": "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." + "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", - "MT" + "ST" ], "miscTags": [ - "ADV", - "SCL", - "SGT" + "AAD" ] }, { - "name": "Forsaken Chains", + "name": "Billowing Strike", "source": "UltimateAdventurer", - "page": 242, - "level": 1, - "school": "V", + "page": 222, + "level": 2, + "school": "C", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 120 + "type": "self" } }, "components": { - "v": true, - "s": true, - "m": "a length of chain" + "v": true }, "duration": [ { @@ -30174,44 +29690,50 @@ "classes": { "fromClassList": [ { - "name": "Warlock", + "name": "Ranger", "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." + "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 2nd level or higher, two additional chains latch onto the creature per slot level above 1st." + "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": [ - "necrotic" + "bludgeoning" ], - "areaTags": [ - "ST", - "MT" + "savingThrow": [ + "strength" ], "miscTags": [ - "SCL" + "FMV", + "AAD" + ], + "areaTags": [ + "ST" ] }, { - "name": "Fortify", + "name": "Bind Familiar", "source": "UltimateAdventurer", - "page": 242, - "level": 0, - "school": "A", + "page": 223, + "level": 6, + "school": "T", "time": [ { - "number": 1, - "unit": "action" + "number": 24, + "unit": "hour" } ], "range": { @@ -30222,27 +29744,23 @@ }, "components": { "v": true, - "s": 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": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" @@ -30250,30 +29768,22 @@ ] }, "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})." + "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." ], - "scalingLevelDice": { - "label": "temporary hit points", - "scaling": { - "1": "1d6", - "5": "2d6", - "11": "3d6", - "17": "4d6" - } - }, "miscTags": [ - "SCL", - "THP" + "HL" ] }, { - "name": "Fortuity Conflux", + "name": "Bloodletting Bite", "source": "UltimateAdventurer", - "page": 242, - "level": 2, - "school": "D", + "page": 223, + "level": 0, + "school": "N", "time": [ { "number": 1, @@ -30281,23 +29791,22 @@ } ], "range": { - "type": "point", + "type": "radius", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, "components": { "v": true, - "s": true, - "m": "a broken watch hand" + "m": { + "text": "a {@filter weapon worth at least 1 sp|items|source=|type=simple weapon;martial weapon|Cost=[&10;&10000]}", + "cost": 10 + } }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } + "type": "instant" } ], "classes": { @@ -30305,93 +29814,93 @@ { "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." + "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": "Geotag", + "name": "Bloodlust Infusion", "source": "UltimateAdventurer", - "page": 242, - "level": 6, - "school": "D", + "page": 223, + "level": 3, + "school": "E", "time": [ { - "number": 10, - "unit": "minute" + "number": 1, + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "unlimited" + "type": "self" } }, "components": { - "v": true, - "s": true, - "m": { - "text": "a map of the plane you're on worth at least 1 sp", - "cost": 10 - } + "s": true }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" + "name": "Accursed", + "source": "UltimateAdventurer" } ] }, "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." + "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": [ - "OBJ" + "AAD" ] }, { - "name": "Ghostwalk", + "name": "Bloodseize", "source": "UltimateAdventurer", - "page": 242, + "page": 223, "level": 6, "school": "T", "time": [ @@ -30422,14 +29931,6 @@ ], "classes": { "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, { "name": "Warlock", "source": "PHB" @@ -30441,30 +29942,36 @@ ] }, "entries": [ - "Until the spell ends, you become translucent, taking on an ethereal appearance, and you gain the following benefits:", + "Until the spell ends, your blood vessels become strikingly visible beneath your skin, 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." + "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": [ - "force" + "necrotic" ], "miscTags": [ - "SGT", - "UBA" + "SGT" ] }, { - "name": "Giantize", + "name": "Bolstering Ballad", "source": "UltimateAdventurer", - "page": 243, - "level": 5, - "school": "T", + "page": 224, + "level": 6, + "school": "E", "time": [ { "number": 1, @@ -30474,83 +29981,68 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "self" } }, "components": { "v": true, "s": true, - "m": "a piece of a giant's toenail" + "m": { + "text": "a {@filter musical instrument|items|source=|type=instrument} worth at least 1 gp", + "cost": 100 + } }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], - "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." + "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 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." + "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": [ - "AAD", - "OBJ", - "SCL", - "SGT", - "THP" + "MAC" ] }, { - "name": "Give Life", + "name": "Brain Trust", "source": "UltimateAdventurer", - "page": 243, - "level": 0, - "school": "T", + "page": 224, + "level": 9, + "school": "D", "time": [ { "number": 1, @@ -30560,50 +30052,59 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "self" } }, "components": { "v": true, - "s": true + "s": true, + "m": "a stack of legal paperwork at least half a foot tall" }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } } ], "classes": { "fromClassList": [ { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", + "name": "Wizard", "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." + "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": [ - "ST" - ], - "miscTags": [ - "HL" + "MT" ] }, { - "name": "Guardian of Civilization", + "name": "Build Acid Spewer", "source": "UltimateAdventurer", - "page": 244, - "level": 4, - "school": "T", + "page": 224, + "level": 3, + "school": "C", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { @@ -30613,99 +30114,87 @@ } }, "components": { - "v": true + "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": "minute", + "type": "hour", "amount": 1 - }, - "concentration": true + } } ], + "meta": { + "ritual": 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.", + "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": "Enlightened Scholar", + "name": "At Higher Levels", "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." - ] - } - ] - } + "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": [ - "force" + "acid" + ], + "areaTags": [ + "ST", + "S" ], "miscTags": [ - "AAD", - "ADV", - "UBA" + "OBJ", + "SCL" ] }, { - "name": "Guiding Weapon", + "name": "Build Plasma Blade", "source": "UltimateAdventurer", - "page": 244, - "level": 3, - "school": "D", + "page": 225, + "level": 2, + "school": "C", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "touch" + "type": "self" } }, "components": { - "v": true, - "s": true + "s": true, + "m": { + "text": "scrap metal and wiring worth at least 30 gp, which the spell consumes", + "consume": true, + "cost": 3000 + } }, "duration": [ { @@ -30713,66 +30202,52 @@ "duration": { "type": "hour", "amount": 1 - }, - "concentration": true + } } ], + "meta": { + "ritual": 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" - } + "name": "Artificer", + "source": "TCE" } ] }, "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." + "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 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." + "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": [ - "AAD", - "OBJ", "SCL" ] }, { - "name": "Hastening Minuet", + "name": "Build Ray Pistol", "source": "UltimateAdventurer", - "page": 244, - "level": 3, - "school": "E", + "page": 225, + "level": 1, + "school": "C", "time": [ { "number": 1, @@ -30786,67 +30261,67 @@ } }, "components": { - "v": true, "s": true, - "m": { - "text": "a {@filter musical instrument|items|source=|type=instrument} worth at least 1 gp", - "cost": 100 + "m": { + "text": "scrap metal and wiring worth at least 10 gp, which the spell consumes", + "consume": true, + "cost": 1000 } }, "duration": [ { "type": "timed", "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true + "type": "hour", + "amount": 1 + } } ], - "classes": { + "meta": { + "ritual": true + }, + "classes": { "fromClassList": [ { - "name": "Bard", - "source": "PHB" + "name": "Artificer", + "source": "TCE" } ] }, "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." + "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 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." + "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", - "UBA" + "SCL" ] }, { - "name": "Hatred Infusion", + "name": "Build Shock Baton", "source": "UltimateAdventurer", - "page": 245, + "page": 226, "level": 1, - "school": "E", + "school": "C", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { @@ -30856,47 +30331,63 @@ } }, "components": { - "s": true + "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": "minute", + "type": "hour", "amount": 1 - }, - "concentration": true + } } ], + "meta": { + "ritual": true + }, "classes": { "fromClassList": [ { - "name": "Accursed", - "source": "UltimateAdventurer" + "name": "Artificer", + "source": "TCE" } ] }, "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." + "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." ], - "savingThrow": [ - "wisdom" + "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": [ - "psychic" + "lightning" + ], + "areaTags": [ + "ST" ], "miscTags": [ - "AAD" + "SCL" ] }, { - "name": "Heroes' Ward", + "name": "Build Weapon", "source": "UltimateAdventurer", - "page": 246, - "level": 7, - "school": "A", + "page": 226, + "level": 0, + "school": "C", "time": [ { "number": 1, @@ -30906,211 +30397,171 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, "components": { - "v": true, "s": true, - "m": { - "text": "a gem-encrusted scepter worth at least 1,500 gp, which the spell consumes", - "cost": 150000, + "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": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "permanent" } ], "classes": { "fromClassList": [ { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" + "name": "Artificer", + "source": "TCE" } ] }, "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}." - ] - } + "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": [ - "radiant" - ], - "conditionImmune": [ - "charmed", - "frightened" + "bludgeoning", + "piercing", + "slashing" ], "areaTags": [ - "MT", - "Y" - ], + "ST" + ], "miscTags": [ - "SGT", "SCL" ] }, { - "name": "Hex Bolt", + "name": "Call Spirit", "source": "UltimateAdventurer", - "page": 245, - "level": 2, + "page": 226, + "level": 4, "school": "N", "time": [ { "number": 1, - "unit": "action" + "unit": "minute" } ], "range": { "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 120 } }, "components": { "v": true, "s": true, - "m": "a splinter from a ladder you've walked under" + "m": { + "text": "the corpse of a humanoid that died no more than 1 hour ago" + } }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ { - "name": "Accursed", - "source": "UltimateAdventurer" - }, - { - "name": "Warlock", + "name": "Wizard", "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." + "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 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})." + "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}." ] } ], - "spellAttack": [ - "R" - ], - "damageInflict": [ - "necrotic" + "areaTags": [ + "ST" ], "miscTags": [ - "AAD", "SCL", - "SGT" + "SMN" ] }, { - "name": "Hex Infusion", + "name": "Cataclysmic Failure", "source": "UltimateAdventurer", - "page": 245, - "level": 5, - "school": "N", + "page": 227, + "level": 8, + "school": "D", "time": [ { "number": 1, - "unit": "bonus" + "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": "self" + "type": "feet", + "amount": 60 } }, "components": { - "s": true + "v": true, + "s": true, + "m": "ebony scissors" }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ { - "name": "Accursed", - "source": "UltimateAdventurer" + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" } ] }, "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" + "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." ], - "damageInflict": [ - "necrotic" + "areaTags": [ + "ST" ], "miscTags": [ - "AAD" + "SGT" ] }, { - "name": "Hex Storm", + "name": "Chaos Wave", "source": "UltimateAdventurer", - "page": 246, - "level": 3, - "school": "N", + "page": 227, + "level": 5, + "school": "V", "time": [ { "number": 1, @@ -31118,49 +30569,94 @@ } ], "range": { - "type": "radius", + "type": "line", "distance": { "type": "feet", - "amount": 20 + "amount": 100 } }, "components": { "v": true, - "s": true, - "m": "a hairball from a black cat that has crossed your path" + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ { - "name": "Accursed", - "source": "UltimateAdventurer" - }, - { - "name": "Warlock", + "name": "Sorcerer", "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." + "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 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." + "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." ] } ], @@ -31168,22 +30664,39 @@ "dexterity" ], "damageInflict": [ - "necrotic" + "acid", + "cold", + "fire", + "force", + "lightning", + "poison", + "psychic", + "thunder" + ], + "conditionInflict": [ + "stunned", + "restrained", + "frightened", + "prone", + "blinded", + "poisoned", + "charmed", + "deafened" ], "areaTags": [ - "S" + "L" ], "miscTags": [ - "AAD", + "RO", "SCL" ] }, { - "name": "Holy Hymnal", + "name": "Chaos Weapon", "source": "UltimateAdventurer", - "page": 246, - "level": 3, - "school": "E", + "page": 228, + "level": 4, + "school": "T", "time": [ { "number": 1, @@ -31193,23 +30706,24 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "touch" } }, "components": { "v": true, "s": true, "m": { - "text": "a musical instrument worth at least 1 gp", - "cost": 100 + "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": "minute", - "amount": 10 + "type": "hour", + "amount": 1 }, "concentration": true } @@ -31217,54 +30731,112 @@ "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Sorcerer", "source": "PHB" - }, + } + ], + "fromSubclass": [ { - "name": "Cleric", - "source": "PHB" + "class": { + "name": "Wizard", + "source": "PHB" + }, + "subclass": { + "name": "Sigilsmithing", + "shortName": "Sigilsmithing", + "source": "UltimateAdventurer" + } } ] }, "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.", + "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": "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." + "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" + ] ] - }, - "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." + "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": [ - "radiant" + "acid", + "cold", + "fire", + "force", + "lightning", + "poison", + "psychic", + "thunder" ], "areaTags": [ - "ST" + "ST", + "S" ], "miscTags": [ - "AAD", - "HL", + "LGT", + "OBJ", + "RO", "SCL" ] }, { - "name": "Horror Story", + "name": "Charm Crowd", "source": "UltimateAdventurer", - "page": 247, - "level": 2, - "school": "I", + "page": 228, + "level": 7, + "school": "E", "time": [ { "number": 1, @@ -31275,65 +30847,127 @@ "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 60 } }, "components": { - "v": true + "v": true, + "s": true }, "duration": [ { "type": "timed", "duration": { - "type": "minute", + "type": "hour", "amount": 1 - }, - "concentration": true + } } ], "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", "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." + "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 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." + "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." ] } ], - "spellAttack": [ - "R" - ], "savingThrow": [ "wisdom" ], - "damageInflict": [ - "thunder" - ], "conditionInflict": [ - "frightened" + "charmed" + ], + "areaTags": [ + "MT" ], "miscTags": [ - "SGT" + "SCL" ] }, { - "name": "Illusory Feint", + "name": "Clumsiness Infusion", "source": "UltimateAdventurer", - "page": 247, - "level": 0, - "school": "I", + "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, @@ -31341,135 +30975,164 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { "type": "feet", - "amount": 10 + "amount": 500 } }, "components": { "v": true, - "m": { - "text": "a {@filter melee weapon|items|source=|type=melee weapon} worth at least 1 sp", - "cost": 10 - } + "s": true, + "m": "an enclosed glass cylinder filled with liquid mercury" }, "duration": [ { - "type": "instant" + "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", + "name": "Druid", "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": [ + "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.", { - "label": "first attack extra damage", - "scaling": { - "5": "1d8", - "11": "2d8", - "17": "3d8" - } + "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." + ] }, { - "label": "second attack damage", - "scaling": { - "1": "{{spellcasting_mod}}", - "5": "1d8 + {{spellcasting_mod}}", - "11": "2d8 + {{spellcasting_mod}}", - "17": "3d8 + {{spellcasting_mod}}" - } + "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": [ - "psychic" + "cold", + "fire" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "S", + "Y" ], "miscTags": [ - "AAD", - "SCL" + "SGT" ] }, { - "name": "Inspiring Saga", + "name": "Contaminate Food and Drink", "source": "UltimateAdventurer", - "page": 247, - "level": 9, - "school": "E", + "page": 229, + "level": 1, + "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "minute" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 10 } }, "components": { "v": true, "s": true, "m": { - "text": "a musical instrument worth at least 1 gp", - "cost": 100 + "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": "minute", - "amount": 10 - }, - "concentration": true + "type": "hour", + "amount": 8 + } } ], + "classes": { + "fromClassList": [ + { + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, "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:", + "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": "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." + "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." ] - }, - "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." + } + ], + "savingThrow": [ + "constitution" + ], + "damageInflict": [ + "poison", + "psychic" + ], + "conditionInflict": [ + "blinded", + "exhaustion", + "incapacitated", + "poisoned" + ], + "areaTags": [ + "S" ], "miscTags": [ - "HL" + "OBJ", + "SCL" ] - }, + }, { - "name": "Intuition", + "name": "Corpse Mask", "source": "UltimateAdventurer", - "page": 248, - "level": 8, - "school": "D", + "page": 230, + "level": 1, + "school": "T", "time": [ { "number": 1, @@ -31483,7 +31146,8 @@ } }, "components": { - "v": true + "v": true, + "s": true }, "duration": [ { @@ -31497,24 +31161,40 @@ "classes": { "fromClassList": [ { - "name": "Cleric", + "name": "Warlock", "source": "PHB" }, { - "name": "Druid", + "name": "Wizard", "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." + "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": "Investiture of Darkness", + "name": "Corrode Metal", "source": "UltimateAdventurer", - "page": 248, - "level": 6, + "page": 230, + "level": 2, "school": "T", "time": [ { @@ -31525,19 +31205,21 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, "components": { "v": true, - "s": true + "s": true, + "m": "a vial of stomach acid" }, "duration": [ { "type": "timed", "duration": { "type": "minute", - "amount": 10 + "amount": 1 }, "concentration": true } @@ -31545,11 +31227,11 @@ "classes": { "fromClassList": [ { - "name": "Cleric", - "source": "PHB" + "name": "Accursed", + "source": "UltimateAdventurer" }, { - "name": "Warlock", + "name": "Druid", "source": "PHB" }, { @@ -31559,34 +31241,52 @@ ] }, "entries": [ - "Until the spell ends, smoky shadows and crackling necrotic energy envelope you like a cloak and you gain the following benefits:", + "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": [ - "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." + { + "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." + ] + } ] } ], - "damageImmune": [ - "necrotic" + "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": [ - "S" + "ST" ], "miscTags": [ + "MAC", + "OBJ", "SGT", - "TP", - "UBA" + "SCL" ] }, { - "name": "Investiture of Light", + "name": "Create Bog", "source": "UltimateAdventurer", - "page": 248, - "level": 6, + "page": 230, + "level": 3, "school": "T", "time": [ { @@ -31597,19 +31297,21 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 120 } }, "components": { "v": true, - "s": true + "s": true, + "m": "a gob of mud and moss" }, "duration": [ { "type": "timed", "duration": { "type": "minute", - "amount": 10 + "amount": 1 }, "concentration": true } @@ -31617,82 +31319,84 @@ "classes": { "fromClassList": [ { - "name": "Cleric", + "name": "Druid", "source": "PHB" } + ], + "fromSubclass": [ + { + "class": { + "name": "Ranger", + "source": "PHB" + }, + "subclass": { + "name": "Geomancer", + "shortName": "Geomancer", + "source": "UltimateAdventurer" + } + } ] }, "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:", + "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": "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." + "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." ] } ], - "savingThrow": [ - "constitution" - ], "damageInflict": [ - "radiant" + "acid" ], - "conditionInflict": [ - "blinded" + "savingThrow": [ + "constitution" ], "areaTags": [ - "N", "S" ], "miscTags": [ - "HL", - "LGT" + "DFT" ] }, { - "name": "Investiture of Voltage", + "name": "Create Vampire", "source": "UltimateAdventurer", - "page": 249, - "level": 6, - "school": "T", + "page": 230, + "level": 8, + "school": "N", "time": [ { - "number": 1, - "unit": "action" + "number": 8, + "unit": "hour" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 10 } }, "components": { "v": true, - "s": 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": "timed", - "duration": { - "type": "minute", - "amount": 10 - }, - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ - { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, { "name": "Warlock", "source": "PHB" @@ -31704,39 +31408,51 @@ ] }, "entries": [ - "Until the spell ends, your body crackles with electricity, and you gain the following benefits:", + "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": [ - "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." + "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." ] - } - ], - "damageImmune": [ - "lightning" - ], - "conditionInflict": [ - "paralyzed", - "stunned" + }, + "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": [ - "lightning" + "acid", + "necrotic", + "piercing", + "radiant" ], - "savingThrow": [ - "dexterity" + "conditionInflict": [ + "paralyzed" ], "areaTags": [ - "L" + "ST" + ], + "miscTags": [ + "AAD", + "HL", + "PRM" ] }, { - "name": "Invisible Weapon", + "name": "Curse Shock", "source": "UltimateAdventurer", - "page": 249, - "level": 4, - "school": "I", + "page": 232, + "level": 1, + "school": "N", "time": [ { "number": 1, @@ -31746,7 +31462,8 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 30 } }, "components": { @@ -31757,20 +31474,19 @@ { "type": "timed", "duration": { - "type": "hour", + "type": "minute", "amount": 1 - }, - "concentration": true + } } ], "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" + "name": "Accursed", + "source": "UltimateAdventurer" }, { - "name": "Sorcerer", + "name": "Warlock", "source": "PHB" }, { @@ -31780,36 +31496,39 @@ ] }, "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." + "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": [ - "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}." + "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." ] } ], - "conditionInflict": [ - "invisible" + "spellAttack": [ + "R" + ], + "areaTags": [ + "ST" ], "miscTags": [ - "ADV", - "OBJ", + "SGT", "SCL" ] }, { - "name": "Last Rites", + "name": "Curse Ward", "source": "UltimateAdventurer", - "page": 249, - "level": 1, - "school": "V", + "page": 232, + "level": 4, + "school": "A", "time": [ { - "number": 10, - "unit": "minute" + "number": 1, + "unit": "action" } ], "range": { @@ -31820,16 +31539,15 @@ }, "components": { "v": true, - "s": true, - "m": { - "text": "powdered lead worth 10 gp or more, which the spell consumes", - "cost": 1000, - "consume": true - } + "s": true }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } } ], "meta": { @@ -31837,6 +31555,10 @@ }, "classes": { "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + }, { "name": "Cleric", "source": "PHB" @@ -31845,80 +31567,41 @@ "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.", + "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": "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." - ] - } + "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": "Mage Barrier", + "name": "Cyclone Strike", "source": "UltimateAdventurer", - "page": 249, - "level": 3, - "school": "A", + "page": 232, + "level": 1, + "school": "C", "time": [ { "number": 1, - "unit": "reaction", - "condition": "which you take when you fail a saving throw against a spell" + "unit": "bonus" } ], "range": { @@ -31928,53 +31611,57 @@ } }, "components": { - "v": true, - "s": true + "v": true }, "duration": [ { "type": "timed", "duration": { - "type": "round", + "type": "minute", "amount": 1 - } + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Ranger", "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." + "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": "Mage Ward", + "name": "Dazzling Pop", "source": "UltimateAdventurer", - "page": 250, - "level": 0, - "school": "A", + "page": 232, + "level": 1, + "school": "I", "time": [ { "number": 1, @@ -31984,24 +31671,26 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, "components": { "v": true, - "s": true + "s": true, + "m": "a firecracker" }, "duration": [ { - "type": "timed", - "duration": { - "type": "round", - "amount": 1 - } + "type": "instant" } ], "classes": { "fromClassList": [ + { + "name": "Artificer", + "source": "PHB" + }, { "name": "Sorcerer", "source": "PHB" @@ -32013,150 +31702,174 @@ ] }, "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})." + "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." ], - "scalingLevelDice": { - "label": "force damage", - "scaling": { - "1": "1d10", - "5": "2d10", - "11": "3d10", - "17": "4d10" + "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": [ - "force" + "radiant", + "thunder" + ], + "conditionInflict": [ + "blinded", + "deafened" + ], + "savingThrow": [ + "constitution" + ], + "areaTags": [ + "ST" ], "miscTags": [ + "LGT", + "SGT", "SCL" ] }, { - "name": "Make Camp", + "name": "Death Burst", "source": "UltimateAdventurer", - "page": 250, - "level": 1, - "school": "A", + "page": 232, + "level": 4, + "school": "N", "time": [ { "number": 1, - "unit": "minute" + "unit": "action" } ], "range": { - "type": "point", + "type": "radius", "distance": { - "type": "touch" + "type": "feet", + "amount": 20 } }, "components": { - "v": true, - "s": true, - "m": "a {@filter tent|items|source=|type=|search=tent}" + "v": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 8 - } + "type": "instant" } ], - "meta": { - "ritual": true - }, "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Sorcerer", "source": "PHB" }, { - "name": "Ranger", + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", "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:", + "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": "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." + "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": [ - "THP" + "SCL" ] + }, { - "name": "Mass Awaken", + "name": "Death Shroud", "source": "UltimateAdventurer", - "page": 250, - "level": 9, - "school": "T", + "page": 233, + "level": 0, + "school": "N", "time": [ { - "number": 24, - "unit": "hour" + "number": 1, + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "mile", - "amount": 1 + "type": "feet", + "amount": 60 } }, "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 - } + "s": true }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Druid", + "name": "Warlock", "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" + "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": [ - "MT" + "ST" + ], + "miscTags": [ + "AAD", + "SCL" ] }, { - "name": "Mass Blur", + "name": "Deploy Personal Barrier", "source": "UltimateAdventurer", - "page": 250, - "level": 6, - "school": "I", + "page": 233, + "level": 1, + "school": "C", "time": [ { "number": 1, @@ -32167,11 +31880,16 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, "components": { - "v": true + "s": true, + "m": { + "text": "scrap metal and wiring worth at least 10 gp, which the spell consumes", + "cost": 1000, + "consume": true + } }, "duration": [ { @@ -32179,50 +31897,50 @@ "duration": { "type": "minute", "amount": 1 - }, - "concentration": true + } } ], "classes": { "fromClassList": [ { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" + "name": "Artificer", + "source": "TCE" } ] }, "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}." + "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 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." + "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": [ - "MT", - "S" + "ST" ], "miscTags": [ "SGT", - "SCL" + "SCL", + "THP" ] }, { - "name": "Mass Command", + "name": "Deploy Shock Shield", "source": "UltimateAdventurer", - "page": 250, - "level": 6, - "school": "E", + "page": 233, + "level": 4, + "school": "C", "time": [ { "number": 1, @@ -32233,17 +31951,22 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, "components": { - "v": true + "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": "round", + "type": "minute", "amount": 1 } } @@ -32251,108 +31974,45 @@ "classes": { "fromClassList": [ { - "name": "Cleric", - "source": "PHB" + "name": "Artificer", + "source": "TCE" } ] }, "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." - ] - } - ] - } + "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 7th level or higher, the radius increases by 10 feet for each slot level above 6th." + "When you cast this spell using a spell slot of 5th level or higher, the damage increases to {@damage 3d8}." ] } ], - "affectsCreatureType": [ - "aberration", - "beast", - "celestial", - "construct", - "dragon", - "elemental", - "fey", - "fiend", - "giant", - "humanoid", - "monstrosity", - "ooze", - "plant" - ], - "conditionInflict": [ - "prone" + "damageInflict": [ + "lightning" ], "savingThrow": [ - "wisdom" + "intelligence" ], "areaTags": [ - "MT", - "S" + "ST" ], "miscTags": [ - "SCL", - "SGT" + "SGT", + "SCL" ] }, { - "name": "Mass Invisibility", + "name": "Deploy Velocity Shield", "source": "UltimateAdventurer", - "page": 251, - "level": 8, - "school": "I", + "page": 233, + "level": 2, + "school": "C", "time": [ { "number": 1, @@ -32367,8 +32027,12 @@ } }, "components": { - "v": true, - "s": true + "s": true, + "m": { + "text": "scrap metal and wiring worth at least 25 gp, which the spell consumes", + "cost": 2500, + "consume": true + } }, "duration": [ { @@ -32376,43 +32040,39 @@ "duration": { "type": "minute", "amount": 1 - }, - "concentration": true + } } ], "classes": { "fromClassList": [ { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Wizard", - "source": "PHB" + "name": "Artificer", + "source": "TCE" } ] }, "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." + "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." ], - "conditionInflict": [ - "invisible" + "savingThrow": [ + "intelligence" ], "areaTags": [ - "MT" + "ST" ], "miscTags": [ - "SGT", - "OBJ" + "SGT" ] }, { - "name": "Maximize/Minimize", + "name": "Detect Past", "source": "UltimateAdventurer", - "page": 251, - "level": 8, - "school": "T", + "page": 234, + "level": 3, + "school": "D", "time": [ { "number": 1, @@ -32422,96 +32082,64 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "self" } }, "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 - } + "m": "a pocket watch or other timekeeping device that can be wound backward" }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], + "meta": { + "ritual": true + }, "classes": { "fromClassList": [ - { - "name": "Sorcerer", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "The Librarian", + "shortName": "Librarian", + "source": "UltimateAdventurer" + } + } ] }, "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." - ] - }, + "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": "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", + "name": "At High Levels", "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." + "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." ] } ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "ST" - ], "miscTags": [ - "ADV", - "OBJ", - "SGT" + "SCL" ] }, { - "name": "Mercurius's Curious Clone", + "name": "Devilsight", "source": "UltimateAdventurer", - "page": 251, - "level": 9, - "school": "I", + "page": 234, + "level": 5, + "school": "T", "time": [ { "number": 1, @@ -32521,20 +32149,33 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "touch" } }, "components": { - "s": true + "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": "instant" + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } } ], "classes": { "fromClassList": [ + { + "name": "Warlock", + "source": "PHB" + }, { "name": "Wizard", "source": "PHB" @@ -32542,35 +32183,19 @@ ] }, "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." + "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." ], - "miscTags": [ - "SGT", - "UBA" + "areaTags": [ + "ST" ] }, { - "name": "Mesomorph", + "name": "Dispel Caster", "source": "UltimateAdventurer", - "page": 252, - "level": 8, - "school": "T", + "page": 234, + "level": 5, + "school": "N", "time": [ { "number": 1, @@ -32580,52 +32205,74 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 30 } }, "components": { - "v": true + "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": "hour", + "type": "minute", "amount": 1 - } + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Sorcerer", - "source": "PHB" + "name": "Accursed", + "source": "UltimateAdventurer" } ] }, "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." + "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": "Mind Crush", + "name": "Dispelling Smite", "source": "UltimateAdventurer", - "page": 252, - "level": 6, - "school": "E", + "page": 234, + "level": 3, + "school": "A", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 90 + "type": "self" } }, + "components": { + "v": true + }, "duration": [ { "type": "timed", @@ -32639,55 +32286,31 @@ "classes": { "fromClassList": [ { - "name": "Sorcerer", - "source": "PHB" - }, - - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Paladin", "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." - ] - } + "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": [ - "psychic" - ], - "conditionInflict": [ - "incapacitated" + "force" ], "savingThrow": [ - "intelligence" - ], - "areaTags": [ - "ST", - "MT" + "constitution" ], "miscTags": [ - "SCL" + "AAD" ] }, { - "name": "Misfortune's Mark", + "name": "Divine Avenger", "source": "UltimateAdventurer", - "page": 252, - "level": 0, - "school": "D", + "page": 234, + "level": 8, + "school": "C", "time": [ { "number": 1, @@ -32695,74 +32318,102 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { "type": "feet", - "amount": 10 + "amount": 30 } }, "components": { "v": true, - "m": { - "text": "a {@filter melee weapon|items|source=|type=melee weapon} worth at least 1 sp", - "cost": 10 - } + "m": "a holy symbol" }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Warlock", + "name": "Cleric", "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})." + "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" ], - "scalingLevelDice": { - "label": "force damage", - "scaling": { - "5": "1d8", - "11": "2d8", - "17": "3d8" - } - }, "damageInflict": [ - "force" + "radiant", + "force", + "necrotic" + ], + "areaTags": [ + "S" ], "miscTags": [ - "AAD", - "SCL" + "SGT", + "UBA" ] }, { - "name": "Misplace Aggression", + "name": "Divine Conduit", "source": "UltimateAdventurer", - "page": 253, - "level": 3, - "school": "E", + "page": 235, + "level": 6, + "school": "T", "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" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, "components": { @@ -32771,43 +32422,53 @@ }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Cleric", "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." + "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." + ] + } ], - "savingThrow": [ - "wisdom" + "damageResist": [ + "radiant" + ], + "damageImmune": [ + "necrotic" ], "areaTags": [ "ST" + ], + "miscTags": [ + "LGT", + "THP" ] }, { - "name": "Mob Mentality", + "name": "Drain", "source": "UltimateAdventurer", - "page": 253, - "level": 7, - "school": "E", + "page": 236, + "level": 1, + "school": "N", "time": [ { "number": 1, @@ -32818,28 +32479,24 @@ "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 30 } }, "components": { "v": true, - "s": true + "s": true, + "m": "a red ribbon" }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ { - "name": "Bard", - "source": "PHB" + "name": "Accursed", + "source": "UltimateAdventurer" }, { "name": "Sorcerer", @@ -32853,37 +32510,53 @@ "name": "Wizard", "source": "PHB" } + ], + "fromSubclass": [ + { + "class": { + "name": "Monk", + "source": "PHB" + }, + "subclass": { + "name": "Way of the Presence", + "shortName": "Presence", + "source": "UltimateAdventurer" + } + } ] }, "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." + "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." ], - "conditionInflict": [ - "charmed" + "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": [ - "wisdom" + "constitution" ], "areaTags": [ - "MT", - "S" + "ST" ], "miscTags": [ - "ADV", - "SGT" + "SCL", + "THP" ] }, { - "name": "Monster Bond", + "name": "Duel of Destiny", "source": "UltimateAdventurer", - "page": 253, - "level": 7, - "school": "D", + "page": 236, + "level": 4, + "school": "A", "time": [ { "number": 1, @@ -32893,67 +32566,92 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, "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" + "m": "a holy symbol" }, "duration": [ { "type": "timed", "duration": { - "type": "hour", - "amount": 24 + "type": "minute", + "amount": 1 } } ], "classes": { "fromClassList": [ { - "name": "Druid", + "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": [ - "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." + "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." ], - "affectsCreatureType": [ - "aberration", - "beast", - "celestial", - "construct", - "dragon", - "elemental", - "fey", - "fiend", - "giant", - "monstrosity", - "ooze", - "plant", - "undead" + "damageInflict": [ + "radiant" + ], + "miscTags": [ + "AAD", + "LGT", + "SGT", + "THP" ] }, { - "name": "Nocturnal Transformation", + "name": "Dusk", "source": "UltimateAdventurer", - "page": 254, - "level": 1, - "school": "T", + "page": 236, + "level": 5, + "school": "N", "time": [ { "number": 1, @@ -32963,31 +32661,32 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, "components": { "v": true, "s": true, - "m": "seeds of a flower that blooms only at night" + "m": { + "text": "a black gemstone worth at least 100 gp", + "cost": 10000 + } }, "duration": [ { "type": "timed", "duration": { - "type": "hour", - "amount": 24 - } + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Druid", - "source": "PHB" - }, - { - "name": "Ranger", + "name": "Cleric", "source": "PHB" }, { @@ -32998,86 +32697,45 @@ "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", + "name": "Darkness Domain", + "shortName": "Darkness", "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." + "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": [ - "MT" + "Y" + ], + "miscTags": [ + "OBS", + "THP", + "UBA" ] }, { - "name": "Orb of Chaos", + "name": "Elemental Ruination", "source": "UltimateAdventurer", - "page": 254, - "level": 9, - "school": "V", + "page": 236, + "level": 7, + "school": "T", "time": [ { "number": 1, @@ -33088,7 +32746,7 @@ "type": "point", "distance": { "type": "feet", - "amount": 120 + "amount": 90 } }, "components": { @@ -33108,227 +32766,77 @@ "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Druid", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", "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." - ] - ] - } + "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": [ - "strength", - "constitution", - "dexterity", - "intelligence", - "wisdom", - "charisma" + "constitution" ], - "damageInflict": [ + "damageVulnerable": [ "acid", "cold", "fire", - "force", "lightning", - "poison", - "psychic", "thunder" ], - "conditionInflict": [ - "stunned", - "restrained", - "frightened", - "prone", - "blinded", - "poisoned", - "charmed", - "deafened" - ], "areaTags": [ - "S" + "ST" ], "miscTags": [ - "OBJ", - "RO", "SGT" ] }, { - "name": "Oscillating Chronology", + "name": "Elemental Spike", "source": "UltimateAdventurer", - "page": 255, - "level": 1, - "school": "T", + "page": 236, + "level": 2, + "school": "V", "time": [ { "number": 1, - "unit": "minute" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 90 } }, "components": { "v": true, - "s": true, - "m": "sand from an hourglass" + "s": true }, "duration": [ { "type": "instant" } ], - "meta": { - "ritual": true - }, "classes": { "fromClassList": [ + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Ranger", + "source": "PHB" + }, { "name": "Sorcerer", "source": "PHB" @@ -33341,41 +32849,91 @@ "fromSubclass": [ { "class": { - "name": "Cleric", + "name": "Ranger", "source": "PHB" - }, + }, "subclass": { - "name": "Time Domain", - "shortName": "Time", + "name": "Spirit Guardian", + "shortName": "Spirit Guardian", "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." + "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 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." + "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": [ - "OBJ", - "SCL" + "FMV", + "SCL", + "SGT" ] }, { - "name": "Part and Parcel", + "name": "Emboldening March", "source": "UltimateAdventurer", - "page": 256, - "level": 3, - "school": "C", + "page": 237, + "level": 2, + "school": "E", "time": [ { "number": 1, @@ -33385,84 +32943,76 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "self" } }, "components": { "v": true, "s": true, - "m": "wax and a seal" + "m": { + "text": "a {@filter musical instrument|items|source=|type=instrument} worth at least 1 gp", + "cost": 100 + } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Bard", "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." + "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 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." + "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": [ - "OBJ", - "SCL", - "TP" + "AAD", + "THP", + "SCL" ] }, { - "name": "Pitifulness", + "name": "Embrace Destiny", "source": "UltimateAdventurer", - "page": 256, - "level": 0, - "school": "E", + "page": 237, + "level": 1, + "school": "D", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { @@ -33488,32 +33038,62 @@ "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Cleric", "source": "PHB" }, { - "name": "Warlock", + "name": "Druid", + "source": "PHB" + }, + { + "name": "Paladin", "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" - ] - }, + ], + "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": "Pleonexia's Panoply of Personas", + "name": "Encyclopedia", "source": "UltimateAdventurer", - "page": 256, - "level": 3, - "school": "T", + "page": 237, + "level": 8, + "school": "D", "time": [ { "number": 1, @@ -33527,29 +33107,19 @@ } }, "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 - } + "v": true }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "hour", + "amount": 1 + } } ], "classes": { "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" @@ -33557,17 +33127,19 @@ ] }, "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." + "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": "Power Chord", + "name": "Enfeebling Dirge", "source": "UltimateAdventurer", - "page": 257, - "level": 1, - "school": "V", + "page": 238, + "level": 2, + "school": "E", "time": [ { "number": 1, @@ -33585,13 +33157,18 @@ "v": true, "s": true, "m": { - "text": "a musical instrument worth at least 1 gp", + "text": "a {@filter musical instrument|items|source=|type=instrument} worth at least 1 gp", "cost": 100 } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true } ], "classes": { @@ -33603,55 +33180,68 @@ ] }, "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." + "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 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." + "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": [ - "thunder" + "necrotic" ], - "savingThrow": [ - "constitution" + "conditionInflict": [ + "frightened" ], "areaTags": [ - "MT" + "ST" ], "miscTags": [ - "SCL", - "THP" + "SCL" ] }, { - "name": "Prayer of Aid", + "name": "Epidemic", "source": "UltimateAdventurer", - "page": 257, - "level": 7, - "school": "D", + "page": 238, + "level": 9, + "school": "N", "time": [ { - "number": 10, - "unit": "minute" + "number": 1, + "unit": "action" } ], "range": { - "type": "point", + "type": "radius", "distance": { - "type": "self" + "type": "feet", + "amount": 30 } }, "components": { - "v": true + "v": true, + "s": true }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "hour", + "amount": 8 + } } ], "classes": { @@ -33659,31 +33249,105 @@ { "name": "Cleric", "source": "PHB" + }, + { + "name": "Druid", + "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": [ + "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": "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." + "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." ], - "miscTags": [ - "SCL" + "savingThrow": [ + "constitution" + ], + "damageVulnerable": [ + "acid", + "bludgeoning", + "cold", + "fire", + "force", + "lightning", + "necrotic", + "piercing", + "poison", + "psychic", + "radiant", + "slashing", + "thunder" + ], + "conditionInflict": [ + "blinded", + "exhaustion", + "stunned" + ], + "areaTags": [ + "MT", + "S" ] }, { - "name": "Prediction", + "name": "Eruption", "source": "UltimateAdventurer", - "page": 257, - "level": 0, - "school": "D", + "page": 239, + "level": 6, + "school": "V", "time": [ { "number": 1, @@ -33694,78 +33358,95 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 150 } }, "components": { - "v": true + "v": true, + "s": true }, "duration": [ { "type": "timed", "duration": { - "type": "round", + "type": "minute", "amount": 1 - } + }, + "concentration": true } ], "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})." + "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." + ] + } ], - "scalingLevelDice": { - "label": "extra damage", - "scaling": { - "1": "1d4", - "5": "2d4", - "11": "3d4", - "17": "4d4" + "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": [ - "ST" + "Y" ], "miscTags": [ - "AAD", - "SCL" + "OBS", + "SCL", + "SGT" ] }, { - "name": "Premonition", + "name": "Evil Eye", "source": "UltimateAdventurer", - "page": 257, - "level": 3, - "school": "D", + "page": 239, + "level": 1, + "school": "N", "time": [ { "number": 1, @@ -33775,31 +33456,31 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, "components": { "v": true, - "s": true, - "m": "bone dice with runes carved into them" + "s": true }, "duration": [ { "type": "timed", "duration": { "type": "hour", - "amount": 8 + "amount": 1 } } ], "classes": { "fromClassList": [ { - "name": "Cleric", - "source": "PHB" + "name": "Accursed", + "source": "UltimateAdventurer" }, { - "name": "Druid", + "name": "Warlock", "source": "PHB" }, { @@ -33810,59 +33491,78 @@ "fromSubclass": [ { "class": { - "name": "Cleric", - "source": "PHB" - }, - "subclass": { - "name": "Prophecy Domain", - "shortName": "Prophecy", - "source": "UltimateAdventurer" - } - }, - { - "class": { - "name": "Monk", + "name": "Sorcerer", "source": "PHB" - }, + }, "subclass": { - "name": "Way of Presence", - "shortName": "Presence", + "name": "Cursed Existence", + "shortName": "Cursed", "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." + "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 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." + "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", - "MT" + "ST" ], "miscTags": [ + "PRM", "SCL" ] }, { - "name": "Primordial Weapon", + "name": "Fertility Rites", "source": "UltimateAdventurer", - "page": 258, - "level": 5, - "school": "T", + "page": 240, + "level": 1, + "school": "A", "time": [ { "number": 1, - "unit": "bonus" + "unit": "hour" } ], "range": { @@ -33873,147 +33573,106 @@ }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "medicinal herbs worth 10 gp or more, which the spell consumes", + "cost": 1000, + "consume": true + } }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], + "meta": { + "ritual": true + }, "classes": { "fromClassList": [ { - "name": "Ranger", + "name": "Cleric", "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" - } + "name": "Druid", + "source": "PHB" } ] }, "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.", + "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": "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." - ] - } + "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." ] } ], - "damageResist": [ - "cold", - "fire" - ], - "damageInflict": [ - "bludgeoning", - "fire", - "lightning" - ], - "savingThrow": [ - "dexterity", - "strength" - ], - "conditionInflict": [ - "prone" - ], "areaTags": [ "ST", - "S" + "MT" ], "miscTags": [ - "ADV", - "FMV", - "OBJ", - "UBA" + "ADV" ] }, { - "name": "Prismatic Bolt", + "name": "Find Greater Familiar", "source": "UltimateAdventurer", - "page": 258, - "level": 0, - "school": "V", + "page": 240, + "level": 3, + "school": "C", "time": [ { - "number": 1, - "unit": "action" + "number": 8, + "unit": "hour" } ], "range": { "type": "point", "distance": { "type": "feet", - "amount": 90 + "amount": 10 } }, "components": { "v": true, - "s": 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": [ { @@ -34023,69 +33682,50 @@ "classes": { "fromClassList": [ { - "name": "Sorcerer", + "name": "Wizard", "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" + "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": [ - "SCL" + "PRM", + "SGT", + "SMN" ] }, { - "name": "Project Fear", + "name": "Find Vessel", "source": "UltimateAdventurer", - "page": 258, - "level": 0, - "school": "I", + "page": 240, + "level": 3, + "school": "C", "time": [ { - "number": 1, - "unit": "action" + "number": 10, + "unit": "minute" } ], "range": { "type": "point", "distance": { "type": "feet", - "amount": 30 + "amount": 120 } }, "components": { "v": true, - "s": true + "s": true, + "m": "a model ship within a bottle" }, "duration": [ { @@ -34095,55 +33735,70 @@ "classes": { "fromClassList": [ { - "name": "Warlock", + "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 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})." + "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." ], - "scalingLevelDice": { - "label": "psychic damage", - "scaling": { - "1": "1d4", - "5": "2d4", - "11": "3d4", - "17": "4d4" + "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}." + ] } - }, - "damageInflict": [ - "psychic" - ], - "savingThrow": [ - "wisdom" ], "miscTags": [ + "ADV", + "HL", + "OBJ", "SCL", - "SGT" + "SMN" ] }, { - "name": "Prophesied Strike", + "name": "Flaming Vortex", "source": "UltimateAdventurer", - "page": 258, - "level": 7, - "school": "D", + "page": 241, + "level": 5, + "school": "V", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "touch" + "type": "self" } }, "components": { @@ -34162,153 +33817,125 @@ ], "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." + "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 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." + "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." ] } ], - "areaTags": [ - "ST" + "savingThrow": [ + "dexterity" ], - "miscTags": [ - "SCL" + "damageInflict": [ + "fire" ] }, { - "name": "Quarry's Mark", + "name": "Flexuous Will", "source": "UltimateAdventurer", - "page": 259, - "level": 4, - "school": "D", + "page": 241, + "level": 5, + "school": "I", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { - "type": "point", - "distance": { - "type": "feet", - "amount": 90 - } + "type": "special" }, "components": { - "v": true + "v": true, + "s": true, + "m": "multicolored clay putty or shifting iridescent fabric" }, "duration": [ { - "type": "timed", - "duration": { - "type": "hour", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ { - "name": "Ranger", + "name": "Sorcerer", "source": "PHB" - } - ], - "fromSubclass": [ + }, { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oath of Unity", - "shortName": "Unity", - "source": "UltimateAdventurer" - } + "name": "Warlock", + "source": "PHB" }, { - "class": { - "name": "Ranger", - "source": "PHB" - }, - "subclass": { - "name": "Bounty Hunter", - "shortName": "Bounty Hunter", - "source": "UltimateAdventurer" - } + "name": "Wizard", + "source": "PHB" } ] }, "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." + "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 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." + "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." ] } ], - "areaTags": [ - "ST" + "savingThrow": [ + "wisdom" ], - "miscTags": [ - "AAD", - "ADV", - "SCL", - "SGT", - "UBA" + "damageInflict": [ + "psychic" + ], + "areaTags": [ + "S", + "L", + "N" ] }, { - "name": "Reaping Smite", + "name": "Fool's Gold", "source": "UltimateAdventurer", - "page": 259, - "level": 3, - "school": "N", + "page": 241, + "level": 0, + "school": "C", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "touch" } }, "components": { - "v": true + "m": "1 gold coin" }, "duration": [ { "type": "timed", "duration": { - "type": "minute", - "amount": 1 + "type": "hour", + "amount": 24 }, "concentration": true } @@ -34316,100 +33943,77 @@ "classes": { "fromClassList": [ { - "name": "Paladin", + "name": "Bard", "source": "PHB" - } - ], - "fromSubclass": [ + }, { - "class": { - "name": "Paladin", - "source": "PHB" - }, - "subclass": { - "name": "Oath of Ancestors", - "shortName": "Ancestors", - "source": "UltimateAdventurer" - } + "name": "Wizard", + "source": "PHB" } ] }, "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" + "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": "Righteous Reproach", + "name": "Forecast", "source": "UltimateAdventurer", - "page": 260, - "level": 0, - "school": "V", + "page": 241, + "level": 6, + "school": "D", "time": [ { "number": 1, - "unit": "action" + "unit": "minute" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 5 + "type": "self" } }, "components": { "v": true, "s": true, - "m": "a holy symbol" + "m": "a glass thermometer and a copper weathervane" }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "hour", + "amount": 24 + } } ], + "meta": { + "ritual": true + }, "classes": { "fromClassList": [ { - "name": "Cleric", + "name": "Druid", + "source": "PHB" + }, + { + "name": "Wizard", "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" + "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": "Rime Strike", + "name": "Foreshadow", "source": "UltimateAdventurer", - "page": 260, - "level": 0, - "school": "V", + "page": 241, + "level": 4, + "school": "D", "time": [ { "number": 1, @@ -34417,62 +34021,80 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 30 } }, "components": { "v": true, - "m": { - "text": "a {@filter ranged weapon|items|source=|type=ranged weapon} worth at least 1 sp", - "cost": 10 - } + "s": true, + "m": "a quill pen tipped with wet ink" }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" + "name": "Warlock", + "source": "PHB" }, { - "name": "Sorcerer", + "name": "Wizard", "source": "PHB" } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Prophecy Domain", + "shortName": "Prophecy", + "source": "UltimateAdventurer" + } + } ] }, "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})." + "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." ], - "scalingLevelDice": { - "label": "cold damage", - "scaling": { - "5": "1d4", - "11": "2d4", - "17": "3d4" + "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." + ] } - }, - "damageInflict": [ - "cold" + ], + "areaTags": [ + "ST", + "MT" ], "miscTags": [ - "AAD", - "SCL" + "ADV", + "SCL", + "SGT" ] }, { - "name": "Root Snare", + "name": "Forsaken Chains", "source": "UltimateAdventurer", - "page": 260, - "level": 0, - "school": "C", + "page": 242, + "level": 1, + "school": "V", "time": [ { "number": 1, @@ -34483,62 +34105,61 @@ "type": "point", "distance": { "type": "feet", - "amount": 60 + "amount": 120 } }, "components": { "v": true, - "s": true + "s": true, + "m": "a length of chain" }, "duration": [ { "type": "timed", "duration": { - "type": "round", + "type": "minute", "amount": 1 - } + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Warlock", "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})." + "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." ], - "scalingLevelDice": { - "label": "piercing damage", - "scaling": { - "1": "1d4", - "5": "2d4", - "11": "3d4", - "17": "4d4" + "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": [ - "piercing" ], - "savingThrow": [ - "dexterity" + "damageInflict": [ + "necrotic" ], "areaTags": [ - "ST" + "ST", + "MT" ], "miscTags": [ "SCL" ] }, { - "name": "Scourge's Mantle", + "name": "Fortify", "source": "UltimateAdventurer", - "page": 260, - "level": 3, - "school": "N", + "page": 242, + "level": 0, + "school": "A", "time": [ { "number": 1, @@ -34546,45 +34167,64 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "self" } }, "components": { + "v": true, "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ { - "name": "Accursed", - "source": "UltimateAdventurer" + "name": "Cleric", + "source": "PHB" + }, + { + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" } ] }, "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." + "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})." ], - "areaTags": [ - "S" + "scalingLevelDice": { + "label": "temporary hit points", + "scaling": { + "1": "1d6", + "5": "2d6", + "11": "3d6", + "17": "4d6" + } + }, + "miscTags": [ + "SCL", + "THP" ] }, { - "name": "Seal Fate", + "name": "Fortuity Conflux", "source": "UltimateAdventurer", - "page": 260, - "level": 9, + "page": 242, + "level": 2, "school": "D", "time": [ { @@ -34595,38 +34235,25 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "touch" } }, "components": { "v": true, "s": true, - "m": "a thread of spun gold and a set of shears" + "m": "a broken watch hand" }, "duration": [ { "type": "timed", "duration": { - "type": "minute", - "amount": 1 + "type": "hour", + "amount": 8 } } ], "classes": { "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Druid", - "source": "PHB" - }, { "name": "Warlock", "source": "PHB" @@ -34635,70 +34262,67 @@ "name": "Wizard", "source": "PHB" } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Time Domain", + "shortName": "Time", + "source": "UltimateAdventurer" + } + } ] }, "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" + "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" - ], - "miscTags": [ - "SGT" ] }, { - "name": "Sensory Deprivation", + "name": "Geotag", "source": "UltimateAdventurer", - "page": 260, - "level": 7, - "school": "N", + "page": 242, + "level": 6, + "school": "D", "time": [ { - "number": 1, - "unit": "action" + "number": 10, + "unit": "minute" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "unlimited" } }, "components": { - "v": true + "v": true, + "s": true, + "m": { + "text": "a map of the plane you're on worth at least 1 sp", + "cost": 10 + } }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } + "type": "instant" } ], "classes": { "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, { "name": "Cleric", "source": "PHB" }, { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", + "name": "Druid", "source": "PHB" }, { @@ -34708,39 +34332,20 @@ ] }, "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" + "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": [ - "SGT", - "SCL" + "OBJ" ] }, { - "name": "Shadow Armory", + "name": "Ghostwalk", "source": "UltimateAdventurer", - "page": 261, - "level": 9, - "school": "I", + "page": 242, + "level": 6, + "school": "T", "time": [ { "number": 1, @@ -34750,8 +34355,7 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, "components": { @@ -34762,14 +34366,18 @@ { "type": "timed", "duration": { - "type": "hour", - "amount": 1 + "type": "minute", + "amount": 10 }, "concentration": true } ], "classes": { "fromClassList": [ + { + "name": "Bard", + "source": "PHB" + }, { "name": "Sorcerer", "source": "PHB" @@ -34785,70 +34393,47 @@ ] }, "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):", + "Until the spell ends, you become translucent, taking on an ethereal appearance, and you gain the following benefits:", { "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." - ] - } + "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": [ - "psychic" - ], - "conditionInflict": [ - "frightened" - ], - "savingThrow": [ - "wisdom" - ], - "areaTags": [ - "MT" + "force" ], "miscTags": [ - "MAC", "SGT", "UBA" ] }, { - "name": "Shadow Bow", + "name": "Giantize", "source": "UltimateAdventurer", - "page": 261, - "level": 3, - "school": "I", + "page": 243, + "level": 5, + "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 30 } }, "components": { "v": true, - "s": true + "s": true, + "m": "a piece of a giant's toenail" }, "duration": [ { @@ -34863,59 +34448,71 @@ "classes": { "fromClassList": [ { - "name": "Accursed", - "source": "UltimateAdventurer" + "name": "Artificer", + "source": "TCE" }, { "name": "Sorcerer", "source": "PHB" }, - { - "name": "Warlock", - "source": "PHB" - }, { "name": "Wizard", "source": "PHB" } + ], + "fromSubclass": [ + { + "class": { + "name": "Warlock", + "source": "PHB" + }, + "subclass": { + "name": "The Giant", + "shortName": "Giant", + "source": "UltimateAdventurer" + } + } ] }, "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." + "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 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}." + "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." ] } ], - "damageInflict": [ - "psychic" - ], "miscTags": [ - "SCL" + "AAD", + "OBJ", + "SCL", + "SGT", + "THP" ] }, { - "name": "Shadow Knife", + "name": "Give Life", "source": "UltimateAdventurer", - "page": 261, + "page": 243, "level": 0, - "school": "I", + "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "touch" } }, "components": { @@ -34924,59 +34521,41 @@ }, "duration": [ { - "type": "permanent", - "ends": [ - "dispel" - ], - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", + "name": "Cleric", "source": "PHB" }, { - "name": "Wizard", + "name": "Druid", "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}." + "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." ], - "scalingLevelDice": { - "label": "psychic damage", - "scaling": { - "1": "1d4", - "5": "1d6", - "11": "1d8" - } - }, - "damageInflict": [ - "psychic" + "areaTags": [ + "ST" ], "miscTags": [ - "SCL" + "HL" ] }, { - "name": "Shadowmail", + "name": "Guardian of Civilization", "source": "UltimateAdventurer", - "page": 262, - "level": 6, - "school": "I", + "page": 244, + "level": 4, + "school": "T", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { @@ -34986,8 +34565,7 @@ } }, "components": { - "v": true, - "s": true + "v": true }, "duration": [ { @@ -35002,11 +34580,11 @@ "classes": { "fromClassList": [ { - "name": "Sorcerer", - "source": "PHB" + "name": "Artificer", + "source": "TCE" }, { - "name": "Warlock", + "name": "Paladin", "source": "PHB" }, { @@ -35016,133 +34594,81 @@ ] }, "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": [ + "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": "At Higher Levels", + "name": "Enlightened Scholar", "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." + "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." + ] + } + ] + } ] } ], - "conditionInflict": [ - "frightened" - ], - "savingThrow": [ - "wisdom" - ], - "areaTags": [ - "S" + "damageInflict": [ + "force" ], "miscTags": [ + "AAD", "ADV", - "MAC", - "SCL", "UBA" ] }, { - "name": "Shoulder Cannon", + "name": "Guiding Weapon", "source": "UltimateAdventurer", - "page": 262, - "level": 5, - "school": "C", + "page": 244, + "level": 3, + "school": "D", "time": [ { "number": 1, - "unit": "action" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "touch" } }, "components": { - "s": true, - "m": { - "text": "scrap metal and wiring worth at least 100 gp, which the spell consumes", - "cost": 10000, - "consume": true - } + "v": true, + "s": true }, "duration": [ { "type": "timed", "duration": { - "type": "minute", + "type": "hour", "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": [ { @@ -35150,11 +34676,11 @@ "source": "PHB" }, { - "name": "Warlock", + "name": "Paladin", "source": "PHB" }, { - "name": "Wizard", + "name": "Ranger", "source": "PHB" } ], @@ -35163,43 +34689,46 @@ "class": { "name": "Accursed", "source": "UltimateAdventurer" - }, + }, "subclass": { - "name": "Curse of Animation", - "shortName": "Animation", + "name": "Curse of the Armament", + "shortName": "Armament", "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." + "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 2nd level or higher, use the higher level wherever the spell's level appears in the stat block." + "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": [ - "SCL", - "SMN" + "AAD", + "OBJ", + "SCL" ] }, { - "name": "Sleight of Strike", + "name": "Hastening Minuet", "source": "UltimateAdventurer", - "page": 265, - "level": 1, - "school": "I", + "page": 244, + "level": 3, + "school": "E", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { @@ -35209,14 +34738,19 @@ } }, "components": { - "s": true + "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": 1 + "amount": 10 }, "concentration": true } @@ -35224,104 +34758,42 @@ "classes": { "fromClassList": [ { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Bard", "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." + "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 2nd level or higher, the extra damage increases by {@scaledamage 1d10|1-9|1d10} for each slot level above 1st." + "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": [ - "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." + "SCL", + "UBA" ] }, { - "name": "Sorrow Infusion", + "name": "Hatred Infusion", "source": "UltimateAdventurer", - "page": 265, - "level": 2, + "page": 245, + "level": 1, "school": "E", "time": [ { @@ -35357,41 +34829,47 @@ ] }, "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.", + "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" ], - "savingThrow": [ - "wisdom" - ], "miscTags": [ - "AAD", - "MAC" + "AAD" ] }, { - "name": "Speak True", + "name": "Heroes' Ward", "source": "UltimateAdventurer", - "page": 265, - "level": 0, - "school": "D", + "page": 246, + "level": 7, + "school": "A", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "a gem-encrusted scepter worth at least 1,500 gp, which the spell consumes", + "cost": 150000, + "consume": true + } }, "duration": [ { @@ -35399,19 +34877,12 @@ "duration": { "type": "minute", "amount": 1 - } + }, + "concentration": true } ], "classes": { "fromClassList": [ - { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Bard", - "source": "PHB" - }, { "name": "Cleric", "source": "PHB" @@ -35419,27 +34890,53 @@ { "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." + "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": "Spell-Shattering Strike", + "name": "Hex Bolt", "source": "UltimateAdventurer", - "page": 265, - "level": 0, - "school": "A", + "page": 245, + "level": 2, + "school": "N", "time": [ { "number": 1, @@ -35447,85 +34944,81 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { "type": "feet", - "amount": 10 + "amount": 60 } }, "components": { "v": true, - "m": { - "text": "a melee weapon worth at least 1 sp", - "cost": 10 - } + "s": true, + "m": "a splinter from a ladder you've walked under" }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Sorcerer", - "source": "PHB" + "name": "Accursed", + "source": "UltimateAdventurer" }, { - "name": "Wizard", + "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 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})." + "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." ], - "scalingLevelDice": [ - { - "label": "force damage", - "scaling": { - "5": "1d8", - "11": "2d8", - "17": "3d8" - } - }, + "entriesHigherLevel": [ { - "label": "force damage to concentrating target", - "scaling": { - "1": "1d8", - "5": "2d8", - "11": "3d8", - "17": "4d8" - } + "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": [ - "force" + "necrotic" ], "miscTags": [ "AAD", - "SCL" + "SCL", + "SGT" ] }, { - "name": "Spell Siphon", + "name": "Hex Infusion", "source": "UltimateAdventurer", - "page": 265, - "level": 7, - "school": "A", + "page": 245, + "level": 5, + "school": "N", "time": [ { "number": 1, - "unit": "reaction", - "condition": "which you take when you see a creature within 60 feet of you casting a spell" + "unit": "bonus" } ], "range": { "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "self" } }, "components": { @@ -35533,54 +35026,60 @@ }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], + "classes": { + "fromClassList": [ + { + "name": "Accursed", + "source": "UltimateAdventurer" + } + ] + }, "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." + "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." ], - "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." - ] - } + "savingThrow": [ + "wisdom" ], - "areaTags": [ - "ST" + "damageInflict": [ + "necrotic" + ], + "miscTags": [ + "AAD" ] }, { - "name": "Spell Void", + "name": "Hex Storm", "source": "UltimateAdventurer", - "page": 266, - "level": 9, + "page": 246, + "level": 3, "school": "N", "time": [ { "number": 1, - "unit": "reaction", - "condition": "which you take when you see a creature within 60 feet of you casting a spell" + "unit": "action" } ], "range": { - "type": "point", + "type": "radius", "distance": { "type": "feet", - "amount": 60 + "amount": 20 } }, "components": { "v": true, "s": true, - "m": { - "text": "an obsidian marble worth at least 1 gp, which the spell consumes", - "cost": 100, - "consume": true - } + "m": "a hairball from a black cat that has crossed your path" }, "duration": [ { @@ -35595,31 +35094,48 @@ "classes": { "fromClassList": [ { - "name": "Warlock", - "source": "PHB" + "name": "Accursed", + "source": "UltimateAdventurer" }, { - "name": "Wizard", + "name": "Warlock", "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." + "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": "Sticks to Snakes", + "name": "Holy Hymnal", "source": "UltimateAdventurer", - "page": 266, - "level": 4, - "school": "T", + "page": 246, + "level": 3, + "school": "E", "time": [ { "number": 1, @@ -35629,15 +35145,15 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "self" } }, "components": { + "v": true, "s": true, "m": { - "text": "a staff or bundle of sticks worth at least 1 cp", - "cost": 1 + "text": "a musical instrument worth at least 1 gp", + "cost": 100 } }, "duration": [ @@ -35645,7 +35161,7 @@ "type": "timed", "duration": { "type": "minute", - "amount": 1 + "amount": 10 }, "concentration": true } @@ -35659,43 +35175,48 @@ { "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." + "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 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." + "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": [ - "SCL", - "SMN" + "AAD", + "HL", + "SCL" ] }, { - "name": "Stolen Life", + "name": "Horror Story", "source": "UltimateAdventurer", - "page": 267, - "level": 5, - "school": "N", + "page": 247, + "level": 2, + "school": "I", "time": [ { "number": 1, @@ -35705,70 +35226,66 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 30 } }, "components": { - "v": true, - "s": true, - "m": "a calendar or timepiece older than you" + "v": true }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 1 + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Accursed", - "source": "UltimateAdventurer" - }, - { - "name": "Warlock", - "source": "PHB" - }, - { - "name": "Wizard", + "name": "Bard", "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." + "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." ], - "damageInflict": [ - "necrotic" + "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": [ - "M" + "R" ], "savingThrow": [ - "constitution" + "wisdom" ], - "areaTags": [ - "ST" + "damageInflict": [ + "thunder" + ], + "conditionInflict": [ + "frightened" + ], + "miscTags": [ + "SGT" ] }, { - "name": "Storm Flurry", + "name": "Illusory Feint", "source": "UltimateAdventurer", - "page": 267, - "level": 3, - "school": "V", + "page": 247, + "level": 0, + "school": "I", "time": [ { "number": 1, @@ -35779,13 +35296,13 @@ "type": "radius", "distance": { "type": "feet", - "amount": 5 + "amount": 10 } }, "components": { - "s": true, + "v": 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", + "text": "a {@filter melee weapon|items|source=|type=melee weapon} worth at least 1 sp", "cost": 10 } }, @@ -35797,43 +35314,59 @@ "classes": { "fromClassList": [ { - "name": "Ranger", + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", "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." + "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})." ], - "entriesHigherLevel": [ + "scalingLevelDice": [ { - "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." - ] + "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": [ - "lightning", - "thunder" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "MT" + "psychic" ], "miscTags": [ - "ADV" + "AAD", + "SCL" ] }, { - "name": "Stupefying Strike", + "name": "Inspiring Saga", "source": "UltimateAdventurer", - "page": 267, - "level": 0, + "page": 247, + "level": 9, "school": "E", "time": [ { @@ -35842,60 +35375,53 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { - "type": "feet", - "amount": 10 + "type": "self" } }, "components": { "v": true, + "s": true, "m": { - "text": "a {@filter melee weapon|items|source=|type=melee weapon|Cost=[&10;&10000]} worth at least 1 sp", - "cost": 10 + "text": "a musical instrument worth at least 1 gp", + "cost": 100 } }, "duration": [ { - "type": "instant" + "type": "timed", + "duration": { + "type": "minute", + "amount": 10 + }, + "concentration": true } ], - "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": [ + "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:", { - "label": "extra psychic damage", - "scaling": { - "5": "1d8", - "11": "2d8", - "17": "3d8" - } - } - ], - "damageInflict": [ - "psychic" + "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": [ - "AAD", - "SCL" + "HL" ] }, { - "name": "Subdue Beast", + "name": "Intuition", "source": "UltimateAdventurer", - "page": 267, - "level": 1, - "school": "E", + "page": 248, + "level": 8, + "school": "D", "time": [ { "number": 1, @@ -35905,80 +35431,47 @@ "range": { "type": "point", "distance": { - "type": "feet", - "amount": 120 + "type": "self" } }, "components": { - "v": true, - "s": true, - "m": "a {@item whip}" + "v": true }, "duration": [ { "type": "timed", "duration": { "type": "hour", - "amount": 8 - }, - "concentration": true + "amount": 1 + } } ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Cleric", "source": "PHB" }, { - "name": "Ranger", + "name": "Druid", "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" + "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": "Sundering Smite", + "name": "Investiture of Darkness", "source": "UltimateAdventurer", - "page": 267, - "level": 4, - "school": "V", + "page": 248, + "level": 6, + "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { @@ -35988,14 +35481,15 @@ } }, "components": { - "v": true + "v": true, + "s": true }, "duration": [ { "type": "timed", "duration": { "type": "minute", - "amount": 1 + "amount": 10 }, "concentration": true } @@ -36003,53 +35497,53 @@ "classes": { "fromClassList": [ { - "name": "Paladin", + "name": "Cleric", "source": "PHB" }, { - "name": "Ranger", + "name": "Warlock", "source": "PHB" - } - ], - "fromSubclass": [ + }, { - "class": { - "name": "Artificer", - "source": "TCE" - }, - "subclass": { - "name": "Scrapper", - "shortName": "Scrapper", - "source": "UltimateAdventurer" - } + "name": "Wizard", + "source": "PHB" } ] }, "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." + "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." + ] + } ], - "damageInflict": [ - "fire" + "damageImmune": [ + "necrotic" ], - "savingThrow": [ - "dexterity" + "areaTags": [ + "S" ], "miscTags": [ - "AAD", - "OBJ" + "SGT", + "TP", + "UBA" ] }, { - "name": "Susceptibility Infusion", + "name": "Investiture of Light", "source": "UltimateAdventurer", - "page": 267, - "level": 4, + "page": 248, + "level": 6, "school": "T", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { @@ -36059,6 +35553,7 @@ } }, "components": { + "v": true, "s": true }, "duration": [ @@ -36066,7 +35561,7 @@ "type": "timed", "duration": { "type": "minute", - "amount": 1 + "amount": 10 }, "concentration": true } @@ -36074,31 +35569,46 @@ "classes": { "fromClassList": [ { - "name": "Accursed", - "source": "UltimateAdventurer" + "name": "Cleric", + "source": "PHB" } ] }, "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" + "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": [ - "AAD" + "HL", + "LGT" ] }, { - "name": "Tale of Courage", + "name": "Investiture of Voltage", "source": "UltimateAdventurer", - "page": 28, - "level": 3, - "school": "I", + "page": 249, + "level": 6, + "school": "T", "time": [ { "number": 1, @@ -36106,10 +35616,9 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "self" } }, "components": { @@ -36121,7 +35630,7 @@ "type": "timed", "duration": { "type": "minute", - "amount": 1 + "amount": 10 }, "concentration": true } @@ -36129,27 +35638,56 @@ "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Druid", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", "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." + "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." + ] + } ], - "conditionImmune": [ - "frightened" + "damageImmune": [ + "lightning" + ], + "conditionInflict": [ + "paralyzed", + "stunned" + ], + "damageInflict": [ + "lightning" + ], + "savingThrow": [ + "dexterity" ], "areaTags": [ - "S" + "L" ] }, { - "name": "Tale of Legend", + "name": "Invisible Weapon", "source": "UltimateAdventurer", - "page": 268, - "level": 8, + "page": 249, + "level": 4, "school": "I", "time": [ { @@ -36158,10 +35696,9 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "touch" } }, "components": { @@ -36172,7 +35709,7 @@ { "type": "timed", "duration": { - "type": "minute", + "type": "hour", "amount": 1 }, "concentration": true @@ -36181,118 +35718,159 @@ "classes": { "fromClassList": [ { - "name": "Bard", + "name": "Artificer", + "source": "TCE" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", "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." + "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." ], - "damageResist": [ - "acid", - "bludgeoning", - "cold", - "fire", - "force", - "lightning", - "necrotic", - "piercing", - "poison", - "psychic", - "radiant", - "slashing", - "thunder" + "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}." + ] + } ], - "areaTags": [ - "S" + "conditionInflict": [ + "invisible" ], "miscTags": [ - "ADV" + "ADV", + "OBJ", + "SCL" ] }, { - "name": "Tale of Hope & Woe", + "name": "Last Rites", "source": "UltimateAdventurer", - "page": 268, - "level": 5, - "school": "I", + "page": 249, + "level": 1, + "school": "V", "time": [ { - "number": 1, - "unit": "action" + "number": 10, + "unit": "minute" } ], "range": { - "type": "radius", + "type": "point", "distance": { - "type": "feet", - "amount": 30 + "type": "touch" } }, "components": { "v": true, - "s": true + "s": true, + "m": { + "text": "powdered lead worth 10 gp or more, which the spell consumes", + "cost": 1000, + "consume": true + } }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], + "meta": { + "ritual": true + }, "classes": { "fromClassList": [ { - "name": "Bard", + "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 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." - ] - }, + "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": "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}." + "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." + ] + } ] - }, - "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" + "ST" ] }, { - "name": "Terror Infusion", + "name": "Mage Barrier", "source": "UltimateAdventurer", - "page": 269, - "level": 1, - "school": "N", + "page": 249, + "level": 3, + "school": "A", "time": [ { "number": 1, - "unit": "bonus" + "unit": "reaction", + "condition": "which you take when you fail a saving throw against a spell" } ], "range": { @@ -36302,47 +35880,53 @@ } }, "components": { + "v": true, "s": true }, "duration": [ { "type": "timed", "duration": { - "type": "minute", + "type": "round", "amount": 1 - }, - "concentration": true + } } ], "classes": { "fromClassList": [ { - "name": "Accursed", - "source": "UltimateAdventurer" + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" } - ] - }, - "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" + ], + "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": "Throat Rend", + "name": "Mage Ward", "source": "UltimateAdventurer", - "page": 269, - "level": 2, - "school": "N", + "page": 250, + "level": 0, + "school": "A", "time": [ { "number": 1, @@ -36352,7 +35936,7 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "self" } }, "components": { @@ -36363,100 +35947,73 @@ { "type": "timed", "duration": { - "type": "minute", + "type": "round", "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." + "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})." ], - "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." - ] + "scalingLevelDice": { + "label": "force damage", + "scaling": { + "1": "1d10", + "5": "2d10", + "11": "3d10", + "17": "4d10" } - ], + }, "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "ST" + "force" ], "miscTags": [ "SCL" ] }, { - "name": "Throw Voice", + "name": "Make Camp", "source": "UltimateAdventurer", - "page": 269, + "page": 250, "level": 1, - "school": "I", + "school": "A", "time": [ { "number": 1, - "unit": "action" + "unit": "minute" } ], "range": { - "type": "radius", + "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "touch" } }, "components": { - "s": true + "v": true, + "s": true, + "m": "a {@filter tent|items|source=|type=|search=tent}" }, "duration": [ { "type": "timed", "duration": { "type": "hour", - "amount": 1 - }, - "concentration": true + "amount": 8 + } } ], "meta": { @@ -36465,98 +36022,93 @@ "classes": { "fromClassList": [ { - "name": "Artificer", - "source": "TCE" - }, - { - "name": "Sorcerer", - "source": "PHB" - }, - { - "name": "Warlock", + "name": "Druid", "source": "PHB" }, { - "name": "Wizard", + "name": "Ranger", "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": [ + "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": "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}." + "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": [ - "SGT", - "SCL" + "THP" ] }, { - "name": "Thundering Strike", + "name": "Mass Awaken", "source": "UltimateAdventurer", - "page": 269, - "level": 4, - "school": "V", + "page": 250, + "level": 9, + "school": "T", "time": [ { - "number": 1, - "unit": "bonus" + "number": 24, + "unit": "hour" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "mile", + "amount": 1 } }, "components": { - "v": true + "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": "timed", - "duration": { - "type": "minute", - "amount": 1 - }, - "concentration": true + "type": "instant" } ], "classes": { "fromClassList": [ { - "name": "Ranger", + "name": "Bard", + "source": "PHB" + }, + { + "name": "Druid", "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." + "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": [ - "deafened" - ], - "savingThrow": [ - "constitution" + "charmed" ], "areaTags": [ "MT" ] }, { - "name": "Vampiric Weapon", + "name": "Mass Blur", "source": "UltimateAdventurer", - "page": 270, - "level": 4, - "school": "N", + "page": 250, + "level": 6, + "school": "I", "time": [ { "number": 1, @@ -36566,19 +36118,18 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 60 } }, "components": { - "v": true, - "s": true, - "m": "a vial of vampire blood, which you pour over the weapon" + "v": true }, "duration": [ { "type": "timed", "duration": { - "type": "hour", + "type": "minute", "amount": 1 }, "concentration": true @@ -36590,81 +36141,51 @@ "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." + "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 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}." + "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." ] } ], - "damageInflict": [ - "necrotic" - ], "areaTags": [ - "ST" + "MT", + "S" ], "miscTags": [ - "HL", - "OBJ", + "SGT", "SCL" ] }, { - "name": "Vengeful Smite", + "name": "Mass Command", "source": "UltimateAdventurer", - "page": 270, - "level": 2, - "school": "N", + "page": 250, + "level": 6, + "school": "E", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 60 } }, "components": { @@ -36674,46 +36195,116 @@ { "type": "timed", "duration": { - "type": "minute", + "type": "round", "amount": 1 - }, - "concentration": true + } } ], "classes": { "fromClassList": [ { - "name": "Paladin", + "name": "Cleric", "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." + "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 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." + "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." ] } ], - "damageInflict": [ - "necrotic" + "affectsCreatureType": [ + "aberration", + "beast", + "celestial", + "construct", + "dragon", + "elemental", + "fey", + "fiend", + "giant", + "humanoid", + "monstrosity", + "ooze", + "plant" + ], + "conditionInflict": [ + "prone" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "MT", + "S" ], "miscTags": [ - "ADV", - "SCL" + "SCL", + "SGT" ] }, { - "name": "Verdant Ward", + "name": "Mass Invisibility", "source": "UltimateAdventurer", - "page": 270, - "level": 6, - "school": "A", + "page": 251, + "level": 8, + "school": "I", "time": [ { "number": 1, @@ -36723,7 +36314,8 @@ "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 30 } }, "components": { @@ -36735,48 +36327,44 @@ "type": "timed", "duration": { "type": "minute", - "amount": 10 - } + "amount": 1 + }, + "concentration": true } ], "classes": { "fromClassList": [ { - "name": "Druid", + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Wizard", "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." + "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": [ - "restrained" + "invisible" ], - "savingThrow": [ - "constitution", - "strength" + "areaTags": [ + "MT" ], "miscTags": [ - "THP" + "SGT", + "OBJ" ] }, { - "name": "Ward Against Spells", + "name": "Maximize/Minimize", "source": "UltimateAdventurer", - "page": 272, - "level": 2, - "school": "A", + "page": 251, + "level": 8, + "school": "T", "time": [ { "number": 1, @@ -36786,13 +36374,18 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 30 } }, "components": { "v": true, "s": true, - "m": "a handheld mirror" + "m": { + "text": "50 gp worth of powdered iron, which the spell consumes, and a magnifying glass", + "cost": 5000, + "consume": true + } }, "duration": [ { @@ -36800,23 +36393,12 @@ "duration": { "type": "minute", "amount": 1 - } + }, + "concentration": true } ], "classes": { "fromClassList": [ - { - "name": "Bard", - "source": "PHB" - }, - { - "name": "Cleric", - "source": "PHB" - }, - { - "name": "Paladin", - "source": "PHB" - }, { "name": "Sorcerer", "source": "PHB" @@ -36828,28 +36410,60 @@ ] }, "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": [ + "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": "At Higher Levels", + "name": "Maximize", "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." + "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": [ - "SCL", - "THP" + "ADV", + "OBJ", + "SGT" ] }, { - "name": "Ward Against Weapons", + "name": "Mercurius's Curious Clone", "source": "UltimateAdventurer", - "page": 272, - "level": 2, - "school": "A", + "page": 251, + "level": 9, + "school": "I", "time": [ { "number": 1, @@ -36859,91 +36473,56 @@ "range": { "type": "point", "distance": { - "type": "touch" + "type": "feet", + "amount": 30 } }, "components": { - "v": true, - "s": true, - "m": "a turtle shell" + "s": true }, "duration": [ { - "type": "timed", - "duration": { - "type": "minute", - "amount": 1 - } + "type": "instant" } ], "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": [ + "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": "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." + "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": [ - "THP", - "SCL" + "SGT", + "UBA" ] }, { - "name": "War Story", + "name": "Mesomorph", "source": "UltimateAdventurer", - "page": 272, - "level": 4, - "school": "I", + "page": 252, + "level": 8, + "school": "T", "time": [ { "number": 1, @@ -36957,8 +36536,47 @@ } }, "components": { - "v": true, - "s": true + "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": [ { @@ -36970,39 +36588,58 @@ "concentration": true } ], + "classes": { + "fromClassList": [ + { + "name": "Sorcerer", + "source": "PHB" + }, + + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", + "source": "PHB" + } + ] + }, "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." + "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 5th level or higher, the damage increases by {@scaledamage 3d10|4-9|1d10} for every two slot levels above 4th." + "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": [ - "thunder" + "psychic" ], - "spellAttack": [ - "R" + "conditionInflict": [ + "incapacitated" + ], + "savingThrow": [ + "intelligence" ], "areaTags": [ - "ST" + "ST", + "MT" ], "miscTags": [ - "SCL", - "SGT" + "SCL" ] }, { - "name": "Wave of Agony", + "name": "Misfortune's Mark", "source": "UltimateAdventurer", - "page": 273, - "level": 2, - "school": "N", + "page": 252, + "level": 0, + "school": "D", "time": [ { "number": 1, @@ -37010,15 +36647,18 @@ } ], "range": { - "type": "cube", + "type": "radius", "distance": { "type": "feet", - "amount": 15 + "amount": 10 } }, "components": { "v": true, - "s": true + "m": { + "text": "a {@filter melee weapon|items|source=|type=melee weapon} worth at least 1 sp", + "cost": 10 + } }, "duration": [ { @@ -37028,81 +36668,58 @@ "classes": { "fromClassList": [ { - "name": "Accursed", - "source": "UltimateAdventurer" - }, - { - "name": "Warlock", + "name": "Bard", "source": "PHB" }, { - "name": "Wizard", + "name": "Warlock", "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." + "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})." ], - "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." - ] + "scalingLevelDice": { + "label": "force damage", + "scaling": { + "5": "1d8", + "11": "2d8", + "17": "3d8" } - ], - "affectsCreatureType": [ - "aberration", - "beast", - "celestial", - "dragon", - "elemental", - "fey", - "fiend", - "giant", - "humanoid", - "monstrosity", - "ooze", - "plant" - ], + }, "damageInflict": [ - "necrotic" - ], - "savingThrow": [ - "constitution" - ], - "areaTags": [ - "C" + "force" ], "miscTags": [ + "AAD", "SCL" ] }, { - "name": "Weapon of God", + "name": "Misplace Aggression", "source": "UltimateAdventurer", - "page": 273, - "level": 9, - "school": "V", + "page": 253, + "level": 3, + "school": "E", "time": [ { "number": 1, - "unit": "action" + "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": "sight" + "type": "feet", + "amount": 60 } }, "components": { "v": true, - "s": true, - "m": "a holy symbol" + "s": true }, "duration": [ { @@ -37112,45 +36729,48 @@ "classes": { "fromClassList": [ { - "name": "Cleric", + "name": "Bard", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", "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)." + "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." ], - "damageInflict": [ - "radiant", - "force", - "necrotic" + "savingThrow": [ + "wisdom" ], "areaTags": [ - "Y" - ], - "miscTags": [ - "OBJ", - "SGT" + "ST" ] }, { - "name": "Weave Necrosis", + "name": "Mob Mentality", "source": "UltimateAdventurer", - "page": 273, - "level": 3, - "school": "N", + "page": 253, + "level": 7, + "school": "E", "time": [ { "number": 1, - "unit": "bonus" + "unit": "action" } ], "range": { "type": "point", "distance": { - "type": "self" + "type": "feet", + "amount": 120 } }, "components": { @@ -37170,54 +36790,122 @@ "classes": { "fromClassList": [ { - "name": "Cleric", + "name": "Bard", + "source": "PHB" + }, + { + "name": "Sorcerer", + "source": "PHB" + }, + { + "name": "Warlock", + "source": "PHB" + }, + { + "name": "Wizard", "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." + "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." ], - "entriesHigherLevel": [ + "conditionInflict": [ + "charmed" + ], + "savingThrow": [ + "wisdom" + ], + "areaTags": [ + "MT", + "S" + ], + "miscTags": [ + "ADV", + "SGT" + ] + }, + { + "name": "Monster Bond", + "source": "UltimateAdventurer", + "page": 253, + "level": 7, + "school": "D", + "time": [ { - "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." - ] + "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", - "humanoid", "monstrosity", "ooze", "plant", "undead" - ], - "damageInflict": [ - "necrotic" - ], - "miscTags": [ - "HL", - "PRM", - "SCL", - "UBA" ] }, { - "name": "Zone of Communication", + "name": "Nocturnal Transformation", "source": "UltimateAdventurer", - "page": 273, - "level": 6, - "school": "D", + "page": 254, + "level": 1, + "school": "T", "time": [ { "number": 1, @@ -37225,25 +36913,79 @@ } ], "range": { - "type": "radius", + "type": "point", "distance": { - "type": "feet", - "amount": 60 + "type": "touch" } }, "components": { "v": true, "s": true, - "m": "a translation dictionary between two languages that aren't Common" + "m": "seeds of a flower that blooms only at night" }, "duration": [ { "type": "timed", "duration": { "type": "hour", - "amount": 1 + "amount": 24 + } + } + ], + "classes": { + "fromClassList": [ + { + "name": "Druid", + "source": "PHB" }, - "concentration": true + { + "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": { @@ -37256,17 +36998,5141 @@ "source": "PHB" }, { - "name": "Wizard", + "name": "Paladin", "source": "PHB" } + ], + "fromSubclass": [ + { + "class": { + "name": "Cleric", + "source": "PHB" + }, + "subclass": { + "name": "Infernal Domain", + "shortName": "Infernal", + "source": "UltimateAdventurer" + } + } ] }, "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." + "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": [ - "S" + "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" + ] + } + ], + "feat": [ + { + "name": "Alchemical Evolution", + "source": "UltimateAdventurer", + "page": 212, + "prerequisite": [ + { + "other": "You must have taken the Materialistic feat at least twice" + } + ], + "entries": [ + "You have accumulated enough physical and alchemical mass that you have begun to evolve into the next stage of kilnkin. You gain the following benefits:", + { + "type": "list", + "items": [ + "Your size becomes Large.", + "Choose one of your subraces. The ability scores associated with that subrace increases by 2, to a maximum of 22. The ability score associated with each of your other subraces increases by 1, to a maximum of 20.", + "When you use your Exceeding Mortal Limits trait, the maximum your ability scores can be increased to becomes 24." + ] + } + ] + }, + { + "name": "Beast Whisperer", + "source": "UltimateAdventurer", + "page": 212, + "prerequisite": [ + { + "race": [ + { + "name": "Beastfolk" + } + ] + } + ], + "entries": [ + "Embracing your animal nature, you learn to speak with all manner of beasts. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase an ability score of your choice by 1, to a maximum of 20.", + "You can speak with beasts as if constantly under the effect of the speak with animals spell. Effects that dispel or suppress magic have no effect on this ability." + ] + } + ] + }, + { + "name": "Black Powder Expert", + "source": "UltimateAdventurer", + "page": 212, + "entries": [ + "Thanks to extensive practice with firearms, you gain the following benefits:", + { + "type": "list", + "items": [ + "When you roll a 1 or 2 on a damage die for an attack made with a black powder weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.", + "Once per turn when you roll the maximum result of a damage die for an attack made with a black powder weapon, you can roll an additional die of the same type and add it to the damage dealt." + ] + } + ] + }, + { + "name": "Combination Caster", + "source": "UltimateAdventurer", + "page": 212, + "prerequisite": [ + { + "spellcasting2020": true + } + ], + "entries": [ + "You are a master of casting powerful spells one after the other. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.", + "Choose a 1st-level spell that has a casting time of 1 bonus action and add it to one of your classes' spell lists. This spell is considered known and prepared for you, but doesn't count against your spells known or prepared.", + "When you cast a spell of 1st level or higher that has a casting time of 1 bonus action, you can use your action this turn to cast a spell of 1st level or higher with a casting time of 1 action, expending a spell slot as normal. Once you use this ability, you can't use it again until you finish a short or long rest." + ] + } + ] + }, + { + "name": "Defensive Weapon Master", + "source": "UltimateAdventurer", + "page": 213, + "entries": [ + "While you are wielding a shield or one or more defensive weapons, you gain the following benefits:", + { + "type": "list", + "items": [ + "You can use a bonus action to protect a creature within 5 feet of you. Until the start of your next turn, any attack roll made against that creature has disadvantage if you can see the attacker. This benefit ends early if you are incapacitated or your speed drops to 0.", + "When you take the Dodge action on your turn, you can spend one Hit Die to steel yourself. Roll the die, add your Constitution modifier, and gain a number of temporary hit points equal to the total (minimum 1)." + ] + } + ] + }, + { + "name": "Dwarven Combat Expert", + "source": "UltimateAdventurer", + "page": 213, + "entries": [ + "Whether you were born a dwarf or not, you are trained in their military methods and have mastered the use of axes and hammers in combat. You gain the following benefits:", + { + "type": "list", + "items": [ + "Battleaxes, handaxes, light hammers, and warhammers count as having the defensive weapon property when you wield them.", + "When you make a weapon attack with a battleaxe or warhammer you are wielding in two hands and beat the creature's AC by 5 or more, you deal an additional 1d6 damage.", + "When you are wielding a battleaxe or warhammer in one hand, you use the damage die as if you were wielding it with two hands.", + "The first time each turn you make a thrown weapon attack with a handaxe or light hammer in normal range against a creature that is Large or larger, you have advantage on the attack roll." + ] + } + ] + }, + { + "name": "Dwarven Fortitude", + "source": "UltimateAdventurer", + "page": 213, + "prerequisite": [ + { + "race": [ + { + "name": "Dwarf" + } + ] + }, + { + "race": [ + { + "name": "Half-dwarf" + } + ] + } + ], + "entries": [ + "You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Constitution score by 1, to a maximum of 20.", + "Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1)." + ] + } + ] + }, + { + "name": "Elven Combat Expert", + "source": "UltimateAdventurer", + "page": 213, + "entries": [ + "Whether you were born an elf or not, you are trained in their military methods and have mastered the use of swords and bows in combat. You gain the following benefits:", + { + "type": "list", + "items": [ + "Longswords count as having the defensive and finesse weapon properties when you wield them.", + "When you are wielding a longsword or shortsword, you can use a bonus action on your turn to prepare a parry. The next melee attack made against you before the start of your next turn has disadvantage.", + "When you make a weapon attack with a shortbow or longbow and beat the creature's AC by 5 or more, you deal an additional 1d6 damage." + ] + } + ] + }, + { + "name": "Extra Breed Traits", + "source": "UltimateAdventurer", + "page": 213, + "prerequisite": [ + { + "race": [ + { + "name": "Beastfolk" + } + ] + } + ], + "entries": [ + "You have manifested additional bestial characteristics. Gain two additional breed traits of your choice. These additional breed traits do not need to be representative of the animal you chose with the All Creatures Under the Sun trait." + ] + }, + { + "name": "Fencer", + "source": "UltimateAdventurer", + "page": 214, + "entries": [ + "While you are wielding a dagger, greatsword, longsword, rapier, or shortsword, you can use the following abilities.", + { + "type": "entries", + "name": "Parry", + "entries": [ + "When a creature within 5 feet of you hits you with a weapon attack, you can use your reaction to gain a bonus to your AC against the triggering attack equal to your proficiency bonus, potentially causing the attack to miss." + ] + }, + { + "type": "entries", + "name": "Riposte", + "entries": [ + "When a creature misses a melee attack against you, you can use your reaction to make one weapon attack against the creature if it is within your reach." + ] + }, + { + "type": "entries", + "name": "Thrust", + "entries": [ + "Once per turn when you hit a creature with a melee weapon attack, you can move yourself and the target 5 feet in any direction, as long as you remain within 5 feet of one another." + ] + } + ] + }, + { + "name": "Focused Multitasker", + "source": "UltimateAdventurer", + "page": 214, + "prerequisite": [ + { + "spellcasting2020": true + } + ], + "entries": [ + "You are able to concentrate on two spells simultaneously. When you do, you suffer the following penalties:", + { + "type": "list", + "items": [ + "You can't cast spells or make weapon attacks.", + "The minimum DC for Constitution saving throws you make to maintain your concentration when you take damage is 15.", + "At the start of each of your turns in combat, you must succeed on a DC 10 Constitution saving throw or lose concentration on your choice of one of the two spells." + ] + } + ] + }, + { + "name": "Halfling Combat Expert", + "source": "UltimateAdventurer", + "page": 214, + "entries": [ + "Whether you were born a halfling or not, you are trained in their military methods and have mastered the use of slings in combat. You gain the following benefits:", + { + "type": "list", + "items": [ + "If you end your turn without moving, before your next turn when a creature within 30 feet of you moves, you can use your reaction to make a ranged weapon attack with a sling against that creature.", + "Once per turn when you make a ranged weapon attack without disadvantage using a sling, you can make an additional ranged weapon attack with a sling against a different creature.", + "The first time you score a critical hit with a sling against a creature on a turn, that creature has disadvantage on attack rolls and ability checks until the start of your next turn." + ] + } + ] + }, + { + "name": "Inexhaustible", + "source": "UltimateAdventurer", + "page": 214, + "entries": [ + "Whether through natural fortitude or intensive training, you are inexhaustible. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Constitution score by 1, to a maximum of 20.", + "As a bonus action on your turn, you gain temporary hit points equal to 1d10 + your Constitution modifier. Once you use this ability, you must finish a short or long rest before you can do so again.", + "When you finish a long rest, your exhaustion level is reduced by 2 (instead of 1)." + ] + } + ] + }, + { + "name": "Intimidating Size", + "source": "UltimateAdventurer", + "page": 214, + "prerequisite": [ + { + "race": [ + { + "name": "Saurian" + } + ] + } + ], + "entries": [ + "Your towering stature is unsettling to others. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Strength score by 1, to a maximum of 20.", + "When you use threats of violence or demonstrate your physical power to frighten another, you can add your Strength modifier instead of your Charisma modifier to your Intimidation check.", + "When you make an Intimidation check against a creature your size or smaller, your roll has advantage." + ] + } + ] + }, + { + "name": "Mariner", + "source": "UltimateAdventurer", + "page": 214, + "entries": [ + "You have spent time at sea and learned to use the tools of a mariner in combat. You gain the following benefits:", + { + "type": "list", + "items": [ + "You have a swimming speed equal to your base walking speed.", + "When a creature provokes an opportunity attack from you, you can use your reaction to make a ranged weapon attack against that creature with a net.", + "When you make a ranged attack with a net, you do not have disadvantage due to being within 5 feet of hostile creatures.", + "When you wield a trident with one hand, its damage die changes to 1d8 from 1d6. When you wield a trident with two hands, its damage die changes to 1d10 from 1d8.", + "Tridents count as having the reach property for you." + ] + } + ] + }, + { + "name": "Martial Artist", + "source": "UltimateAdventurer", + "page": 215, + "entries": [ + "You have studied a form of unarmed combat and are a martial artist. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Strength or Dexterity score by 1, to a maximum of 20.", + "You can roll a d4 in place of the normal damage of your unarmed strike. This die changes if you take this feat additional times. It becomes a d6 when you take this feat a second time and a d8 when you take this feat a third time.", + "While you aren't wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + half your proficiency bonus.", + "Choose and learn one martial arts style from the box below." + ] + }, + "You can take this feat up to three times, gaining the ability score increase and learning another martial art style each time.", + { + "type": "inset", + "name": "Martial Arts Styles", + "entries": [ + { + "type": "section", + "name": "Crashing Wave Style", + "entries": [ + "When you learn this martial arts style, you gain the following benefits:", + { + "type": "list", + "items": [ + "When you make an unarmed strike against a creature and beat the target's AC by 5 or more, you can move it 5 feet in a direction of your choice.", + "When you take the Attack action, you can use a bonus action on the same turn to make an unarmed strike against a creature within 5 feet. If this unarmed strike hits, you deal no damage and instead knock the creature prone or push the creature 5 feet in any direction (your choice)." + ] + } + ] + }, + { + "type": "section", + "name": "Drunken Monkey Style", + "entries": [ + "When you learn this martial arts style, you gain the following benefits:", + { + "type": "list", + "items": [ + "When you take the Dash or Dodge action on your turn, you can make one unarmed strike as a bonus action.", + "When a creature moves out of your reach, you can use your reaction to attempt to grapple the creature." + ] + } + ] + }, + { + "type": "section", + "name": "Fanged Serpent Style", + "entries": [ + "When you learn this martial arts style, you gain the following benefits:", + { + "type": "list", + "items": [ + "When a creature within 5 feet misses you with an attack, you can use your reaction to make one unarmed strike against that creature.", + "You learn to strike your enemies' vital organs, causing them to discharge dangerous toxins into their own bodies. Once per turn when" + ] + } + ] + }, + { + "type": "section", + "name": "Iron Fist Style", + "entries": [ + "When you learn this martial arts style, you gain the following benefits:", + { + "type": "list", + "items": [ + "When you roll a 1 or 2 on a damage die for an unarmed strike that applied your Strength modifier to the attack and damage roll, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.", + "Before you make an unarmed strike, you can choose to take a penalty to the attack roll equal to your proficiency bonus. If the attack hits, you add twice your proficiency bonus to the attack's damage." + ] + } + ] + }, + { + "type": "section", + "name": "Silent Shadow Style", + "entries": [ + "When you learn this martial arts style, you gain the following benefits:", + { + "type": "list", + "items": [ + "Your unarmed strikes count as having the finesse weapon property.", + "You can use a bonus action on each of your turns to take the Disengage or Hide action." + ] + } + ] + }, + { + "type": "section", + "name": "Spider Clan Style", + "entries": [ + "When you learn this martial arts style, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a climbing speed equal to your base walking speed.", + "When you take the Attack action and replace one or more of your attacks with a grapple, you can make an additional unarmed strike attack as part of the same action." + ] + } + ] + } + ] + } + ] + }, + { + "name": "Materialistic", + "source": "UltimateAdventurer", + "page": 215, + "prerequisite": [ + { + "race": [ + { + "name": "Kilnkin" + } + ] + } + ], + "entries": [ + "Choose one mote or anima subrace you don't have the benefits of. You gain the benefits of that subrace and count as being a kilnkin of that subrace. You can take this feat up to four times." + ] + }, + { + "name": "Mind's Eye", + "source": "UltimateAdventurer", + "page": 215, + "prerequisite": [ + { + "race": [ + { + "name": "Oculus" + } + ] + } + ], + "entries": [ + "The psionic nature that allows a watch's telepathic hive mind structure is innate to all oculi, but your psionic talents are far more powerful than most. You gain the following benefits:", + { + "type": "list", + "items": [ + "The range of your telepathy increases to 300 feet.", + "Even if a creature does not share a language with you, you can telepathically communicate with the creature using images, sounds, and other sensorymessages. The creature must have an Intelligence score of at least 6 to understand the message, and you must be able to see the creature to communicate with it in this way.", + "You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving." + ] + } + ] + }, + { + "name": "Miner", + "source": "UltimateAdventurer", + "page": 216, + "entries": [ + "You've spent a great deal of time underground and have learned how to survive and fight in a mine. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Strength or Constitution score by 1, to a maximum of 20.", + "You gain darkvision out to a range of 30 feet. If you already have darkvision, its range increases by 30 feet.", + "While you are wielding a war pick, you have a burrowing speed of 5 feet.", + "When you hit a creature with a war pick on your turn and are also wielding a light hammer or warhammer, you can immediately use a bonus action to hammer the pick into the creature. If you do, the creature takes additional piercing damage equal to 1d8 + your Strength modifier." + ] + } + ] + }, + { + "name": "Mineral Spirit", + "source": "UltimateAdventurer", + "page": 216, + "prerequisite": [ + { + "race": [ + { + "name": "Kilnkin" + } + ] + } + ], + "entries": [ + "You are nearly inexhaustible. You gain the following benefits:", + { + "type": "list", + "items": [ + "You suffer the effects of exhaustion as if you had one level less than you do. If you have 6 levels of exhaustion and you would gain an additional level, you die.", + "When you finish a short rest, you can choose to remove a level of exhaustion. Once you do, you can't use this ability again until you finish a long rest.", + "You learn the mold earth XGE cantrip. Your choice of one of the ability scores associated with your mote or anima subrace is your spellcasting ability for this spell." + ] + } + ] + }, + { + "name": "Nerves of Steel", + "source": "UltimateAdventurer", + "page": 216, + "entries": [ + "You are difficult to startle and stay calm under pressure. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Wisdom score by 1, to a maximum of 20.", + "You have resistance to psychic damage.", + "When you make a saving throw against being charmed or frightened, you can use your reaction to gain advantage on that roll." + ] + } + ] + }, + { + "name": "Nine Lives", + "source": "UltimateAdventurer", + "page": 216, + "prerequisite": [ + { + "race": [ + { + "name": "Grimalkin" + } + ] + } + ], + "entries": [ + "The tenacious luck of cats is the stuff of legend. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Dexterity, Intelligence, or Charisma score by 1, to a maximum of 20.", + "Whenever you would die as the result of failing your third death saving throw, or by taking excessive damage, mark a life on your character sheet. If you have not marked your 9th life, you miraculously survive the trauma and stabilize at 0 hit points.", + "Once you have marked your 9th life, your choice of Dexterity, Intelligence, or Charisma score increases by 1, to a maximum of 20, and you lose this feat's ability to miraculously stabilize you at 0 points instead of dying." + ] + } + ] + }, + { + "name": "Not Of This World", + "source": "UltimateAdventurer", + "page": 216, + "prerequisite": [ + { + "race": [ + { + "name": "Lemurian" + } + ] + } + ], + "entries": [ + "Your connection to the Ethereal Plane is even stronger than most lemurians. You gain the following benefits:", + { + "type": "list", + "items": [ + "You regain the use of your Vision Beyond Sight racial trait when you finish a short or long rest.", + "While you are partially ethereal as a result of using your Ethereal Step racial trait, you have resistance to all damage except force and psychic.", + "As an action, you can detect the distance and direction to all portals that connect the Material Plane to the Border Ethereal within 1 mile. After you use this ability, you must finish a short or long rest before you can use it again." + ] + } + ] + }, + { + "name": "Otherworldly Ancestry", + "source": "UltimateAdventurer", + "page": 216, + "prerequisite": [ + { + "race": [ + { + "name": "Grimalkin" + } + ] + } + ], + "entries": [ + "You have a fine coat of purplish-black or white-silver, a remnant of your ancestors' times in the otherworldly realms. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Dexterity, Intelligence, or Charisma score by 1, to a maximum of 20.", + "The majority of your ancestors came from the Feywild or the Shadowfell. If you choose Feywild, gain the Fey Ancestry trait. If you choose Shadowfell, gain the Cloak of Shadows trait." + ] + }, + { + "type": "entries", + "name": "Cloak of Shadows", + "entries": [ + "Shadows contort themselves to hide your passing. You have advantage on Dexterity ({@skill Stealth}) ability checks when you are in {@quickref Vision and Light||2||dim light} or darkness." + ] + }, + { + "type": "entries", + "name": "Fey Ancestry", + "entries": [ + "You have advantage on saving throws against being {@condition charmed}, and magic can't put you to sleep." + ] + } + ] + }, + { + "name": "Pied Piper", + "source": "UltimateAdventurer", + "page": 217, + "prerequisite": [ + { + "race": [ + { + "name": "Ratter" + } + ] + } + ], + "entries": [ + "Through the mastery of an instrument, you have attained greater influence over the denizens of the sewers. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with a musical instrument of your choice. Whenever you make an ability check with the chosen instrument, you add double your proficiency bonus to the check.", + "Once, you can cast the conjure animals spell, using the chosen instrument as your spellcasting focus for the spell. When you cast the spell using this ability, you can summon only giant rats or rats with the spell, the summoned creatures are beasts instead of fey, and the duration is 10 minutes without requiring concentration. You regain the ability to cast the spell this way when you finish a long rest. Once you reach 8th level, you regain the use of this ability when you finish a short or long rest." + ] + } + ] + }, + { + "name": "Plague Rat", + "source": "UltimateAdventurer", + "page": 217, + "prerequisite": [ + { + "race": [ + { + "name": "Ratter" + } + ] + } + ], + "entries": [ + "You become the carrier of an infectious disease, which you can transmit with your bite. Choose one of the diseases below. You are immune to the chosen disease, and when you hit a creature with your bite attack, you can attempt to infect the target with that disease. The creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier or contract the disease and immediately become subject to its effects. At the end of each of its turns, the creature can repeat the saving throw, recovering from the disease on a successful save. Undead and constructs are unaffected by this ability.", + "Once you attempt to infect a creature with a disease, you can't attempt to infect a creature with that disease again until you finish a long rest. A creature that succeeds on its saving throw against a disease becomes immune to that disease for 1 week.", + "You can select this feat multiple times. Each time you do so, you must choose a different disease.", + { + "type": "entries", + "name": "Blinding Sickness", + "entries": [ + "Pain grips the infected 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 behaves as if under the control of the 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 on Constitution saving throws it makes against effects other than attempting to recover from this disease. In addition, whenever the creature takes damage, it is {@condition stunned} until the end of its next turn." + ] + } + ] + }, + { + "name": "Poisoncraft", + "source": "UltimateAdventurer", + "page": 217, + "entries": [ + "You have extensive experience dealing with poisons. You have proficiency with the {@item poisoner's kit|PHB} and have advantage on saving throws against being {@condition poisoned}. In addition, when you take a long rest, you can create one dose of one the following poisons from materials you have on hand. The DC for all saving throws for poisons created with this feat is 8 + your proficiency bonus + your Intelligence modifier.", + { + "type": "entries", + "name": "Powderboil", + "entries": [ + "This powdered poison can be applied to a weapon with the {@action Use an Object} action. The next time the weapon deals damage to a creature, it must succeed on a Constitution saving throw or take {@damage 2d8} acid damage. This damage increases by {@dice 1d8} at 5th level ({@dice 3d8}) and again at 9th ({@dice 4d8}), 13th ({@dice 5d8}), and 17th level ({@dice 6d8})." + ] + }, + { + "type": "entries", + "name": "Stomachturner", + "entries": [ + "This slick oil can be applied to a weapon with the {@action Use an Object} action. The next time the weapon deals damage, the creature must succeed on a Constitution saving throw or be {@condition poisoned} for 1 minute, or until it uses an action on its turn to retch up the contents of its stomach." + ] + }, + { + "type": "entries", + "name": "Night's Kiss", + "entries": [ + "This tasteless and odorless liquid can be slipped into drink or food. When a creature consumes the poison, it must succeed on a Constitution saving throw or become {@condition unconscious} for 10 minutes or until it takes damage." + ] + } + ] + }, + { + "name": "Powerful Grip", + "source": "UltimateAdventurer", + "page": 218, + "entries": [ + "You have an unusually strong grip for your size. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Strength score by 1, to a maximum of 20.", + "Being Small doesn't impose disadvantage on your attack rolls with heavy weapons.", + "If you're Medium or larger, you can use the two-handed damage die of versatile weapons when you are wielding them with one hand.", + "Your Strength score is doubled for the purpose of determining your carrying capacity and the weight you can push, drag, or lift." + ] + } + ] + }, + { + "name": "Primordial Resilience", + "source": "UltimateAdventurer", + "page": 218, + "prerequisite": [ + { + "race": [ + { + "name": "Saurian" + } + ] + } + ], + "entries": [ + "The reign of the saurian empire was so long because its warriors could not be broken. You have inherited a measure of your ancestors' resilience. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Constitution score by 1, to a maximum of 20.", + "When you finish a short rest, you gain your level in temporary hit points.", + "When you finish a long rest, you gain twice your level in temporary hit points." + ] + } + ] + }, + { + "name": "Prodigy", + "source": "UltimateAdventurer", + "page": 218, + "prerequisite": [ + { + "race": [ + { + "name": "Half-dwarf" + } + ] + }, + { + "race": [ + { + "name": "Half-elf" + } + ] + }, + { + "race": [ + { + "name": "Half-orc" + } + ] + }, + { + "race": [ + { + "name": "Human" + } + ] + } + ], + "entries": [ + "You have a knack for learning new things. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.", + "Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus." + ] + } + ] + }, + { + "name": "Staff Master", + "source": "UltimateAdventurer", + "page": 218, + "entries": [ + "While you are wielding a bo staff, club, greatclub, or quarterstaff and no other weapons, you gain the following benefits:", + { + "type": "list", + "items": [ + "As a bonus action on your turn, you can take a defensive stance, gaining a +2 bonus to AC until the start of your next turn.", + "As a bonus action on your turn, you can make a melee weapon attack against a creature no more than one size larger than you. On a hit, you deal no damage but instead push the creature 5 feet or knock it prone.", + "The first time each turn you score a critical hit on a creature, it is incapacitated until the end of its next turn." + ] + } + ] + }, + { + "name": "Sufficiently Advanced", + "source": "UltimateAdventurer", + "page": 218, + "prerequisite": [ + { + "race": [ + { + "name": "Lemurian" + } + ] + } + ], + "entries": [ + "Although Lemuria is no more, you have acquired some of its lost secrets. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency in the Arcana skill if you are not proficient in it already. If you are, your proficiency bonus is doubled for any Intelligence (Arcana) check you make.", + "You learn any two cantrips of your choice. Intelligence is your spellcasting ability for these cantrips." + ] + } + ] + }, + { + "name": "Tactician", + "source": "UltimateAdventurer", + "page": 218, + "entries": [ + "You have studied history and learned to apply its lessons to battle. You gain the following benefits:", + { + "type": "list", + "items": [ + "Increase your Intelligence score by 1, to a maximum of 20.", + "You gain proficiency with the History skill. If you already are proficient with this skill when you gain this feat, your proficiency bonus is doubled when making an ability check that uses this proficiency.", + "As a bonus action on your turn, choose a creature that shares a language with you and can see or hear you within 30 feet. The next attack made by that creature before the end of its next turn has advantage." + ] + } + ] + }, + { + "name": "Thrown Weapons Master", + "source": "UltimateAdventurer", + "page": 218, + "entries": [ + "You have mastered the art of throwing weapons. You gain the following benefits:", + { + "type": "list", + "items": [ + "The normal and long range of thrown weapons is doubled for you.", + "You can draw a weapon that has the thrown property as part of the attack you make with the weapon.", + "Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.", + "When you take the Attack action and make only ranged weapon attacks with thrown light weapons on your turn, you can use a bonus action to make two ranged weapon attacks with thrown light weapons. These two ranged attacks cannot target the same creature." + ] + } + ] + }, + { + "name": "Tinkerer", + "source": "UltimateAdventurer", + "page": 219, + "prerequisite": [ + { + "ability": [ + { + "str": 13 + } + ] + } + ], + "entries": [ + "You have experimented with the craft most often practiced by artificers. You gain the following benefits:", + { + "type": "list", + "items": [ + "You gain proficiency with tinkerer's tools. If you already have proficiency with them, you add double your proficiency bonus to checks you make with them.", + "You learn two artificer infusions of your choice from the Artificer class. If the infusion has a prerequisite of any kind, you can't choose that infusion. Whenever you gain a level, you can replace one of these infusions with another infusion from the artificer class that doesn't have a prerequisite. You count as being a 2nd-level artificer for the purposes of your infusions, unless you have more levels in the artificer class.", + "If you can already imbue objects with artificer infusions, you can infuse one additional item; otherwise, whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion only works on certain types of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the moment you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains on the item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum one). The infusion also vanishes if you imbue another item with one of your infusions or if you replace your knowledge of the infusion. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space." + ] + } + ] + }, + { + "name": "Whip Master", + "source": "UltimateAdventurer", + "page": 219, + "entries": [ + "You have extensive training with whip like weapons and have learned a handful of tricks useful in combat. You gain the following benefits:", + { + "type": "list", + "items": [ + "Once per turn when you deal damage with a whip or weighted chain to a creature that is no more than one size larger than you, you can force that creature to make a Strength saving throw (DC 8 + your proficiency bonus + your choice of your Strength or Dexterity modifier). On a failure, you choose whether the creature drops one object of your choice that it's holding, falls prone, or has its movement speed reduced to 0 until the start of your next turn.", + "When you take the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a whip or weighted chain you are holding." + ] + } + ] + } + ] } \ No newline at end of file