diff --git a/collection/Paper Minitures; Jarlaxle's Bag of Everything.json b/collection/Paper Minitures; Jarlaxle's Bag of Everything.json index 61530f53ef..40d8cf1917 100644 --- a/collection/Paper Minitures; Jarlaxle's Bag of Everything.json +++ b/collection/Paper Minitures; Jarlaxle's Bag of Everything.json @@ -43,7 +43,7 @@ "subclass" ], "dateAdded": 1691188952, - "dateLastModified": 1697167153, + "dateLastModified": 1697341736, "_dateLastModifiedHash": "d7aca4b9d4" }, "background": [ @@ -1792,14 +1792,14 @@ "name": "Character Options", "page": 6, "entries": [ - "When you make your D&D character, you have an array of options in the Player's Handbook to create the sort of adventurer you want.", - "This chapter adds to those options, making it possible to realize even more character concepts. If you combine these options with those in Xanathar's Guide to Everything and Tasha's Cauldron of Everything, the possibilities for your characters become vast.", + "When you make your D&D character, you have an array of options in the {@book Player's Handbook|PHB} to create the sort of adventurer you want.", + "This chapter adds to those options, making it possible to realize even more character concepts. If you combine these options with those in {@book Xanathar's Guide to Everything|XGE} and {@book Tasha's Cauldron of Everything|TCE}, the possibilities for your characters become vast.", "Here are the options featured in this chapter:", { "type": "list", "items": [ - "Optional Class features for each class in the Player's Handbook and the Artificer from Tasha's Cauldron of Everything.", - "Subclasses for each class in the Player's Handbook and the Artificer from Tasha's Cauldron of Everything.", + "Optional Class features for each class in the {@book Player's Handbook|PHB} and the Artificer from {@book Tasha's Cauldron of Everything|TCE}.", + "Subclasses for each class in the {@book Player's Handbook|PHB} and the Artificer from {@book Tasha's Cauldron of Everything|TCE}.", "Backgrounds and suggested characteristics to help tailor your character's backstory", "Feats for anyone who uses that optional rule" ] @@ -1823,7 +1823,7 @@ "page": 6, "entries": [ "{@i 2nd-level artificer feature}", - "The following infusions expand the artificer infusions list in Tasha's Cauldron of Everything. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.", + "The following infusions expand the artificer infusions list in {@book Tasha's Cauldron of Everything}. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.", "Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.", "Unless an infusion's description says otherwise, you can't learn an infusion more than once. The infusions are organized by their level prerequisites.", { @@ -1858,7 +1858,7 @@ } ] }, - "{@classFeature Recognize Craftsmanship|Artificer (Expanded)|JBoE|4|JBoE} ({@i 4th-level artificer feature})", + "{@classFeature Reconize Craftmanship|Artificer (Expanded)|JBoE|4|JBoE} ({@i 4th-level artificer feature})", "{@classFeature Reverse Engineering|Artificer (Expanded)|JBoE|6|JBoE} ({@i 6th-level artificer feature})" ] }, @@ -1966,7 +1966,7 @@ "page": 30, "entries": [ "{@i 3rd-level bard feature}", - "The spells in the following list expand the bard spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + "The spells in the following list expand the bard spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", { "type": "list", "style": "list-hang-notitle", @@ -2042,7 +2042,7 @@ "page": 30, "entries": [ "{@i 3rd-level cleric feature}", - "The spells in the following list expand the cleric spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + "The spells in the following list expand the cleric spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", { "type": "list", "style": "list-hang-notitle", @@ -2140,7 +2140,7 @@ "page": 30, "entries": [ "{@i 3rd-level druid feature}", - "The spells in the following list expand the druid spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + "The spells in the following list expand the druid spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", { "type": "list", "style": "list-hang-notitle", @@ -2295,7 +2295,7 @@ "page": 30, "entries": [ "{@i 3rd-level paladin feature}", - "The spells in the following list expand the paladin spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + "The spells in the following list expand the paladin spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", { "type": "list", "style": "list-hang-notitle", @@ -2369,7 +2369,7 @@ "page": 30, "entries": [ "{@i 3rd-level ranger feature}", - "The spells in the following list expand the ranger spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + "The spells in the following list expand the ranger spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", { "type": "list", "style": "list-hang-notitle", @@ -2500,7 +2500,7 @@ "page": 30, "entries": [ "{@i 3rd-level sorcerer feature}", - "The spells in the following list expand the sorcerer spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + "The spells in the following list expand the sorcerer spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", { "type": "list", "style": "list-hang-notitle", @@ -2578,7 +2578,7 @@ "page": 30, "entries": [ "{@i 3rd-level warlock feature}", - "The spells in the following list expand the warlock spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + "The spells in the following list expand the warlock spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", { "type": "list", "style": "list-hang-notitle", @@ -2657,7 +2657,7 @@ "page": 30, "entries": [ "{@i 3rd-level wizard feature}", - "The spells in the following list expand the wizard spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", + "The spells in the following list expand the wizard spell list in the {@book Player's Handbook|PHB}. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name. New spell descriptions appear later in this book (chapter 3).", { "type": "list", "style": "list-hang-notitle", @@ -2828,6 +2828,7 @@ { "type": "entries", "name": "Faerzress and the Underdark", + "page": 92, "entries": [ "The depths of the Underdark are often suffused with powerful magical radiation, called {@i faerzress} by the udadrow. {@i Faerzress} is a remnant of ancient and powerful magics, particularly the spellcraft responsible for the creation of the Underdark itself. This radiation often interferes with newer forms of magic, distorting or empowering spells from a newer age. These effects are typically unknown to surface-dwellers, and are one of the great dangers of the Realms Below. The udadrow often build their cities in areas surrounded by {@i faerzress}, allowing them to hide their presence from divination magic, and assisting them in their efforts to create powerful magical items with additional effects from the {@i faerzress} itself.", "The unstable nature of the {@i faerzress} causes all areas radiated with to be illuminated with dim light, as well as disrupting and distorting magic with some unpredictable results:", @@ -2862,6 +2863,7 @@ { "type": "entries", "name": "Detecting Earth Nodes", + "page": 93, "entries": [ "The boundaries of an earth node are not visible to the naked eye, but they can be detected. Any creature that comes within 30 feet of the outermost layer of an earth node may make a DC 15 Intelligence ({@skill Arcana}) check, revealing the source and direction of a concentration of nodal power on a successful check. Nodes can exist in any place, and are not limited in their reach or location by solid stone, minerals, open space, or any other form of terrain. Some nodes are in open passageways, while others are entrenched in solid stone. In some cases, the power of these nodes extends far enough upwards that it reaches the surface." ] @@ -2869,6 +2871,7 @@ { "type": "entries", "name": "Earth Node Class and Size", + "page": 93, "entries": [ "An earth node's strength is typically defined on a class scale from 1 to 5, with class five earth nodes being the most powerful. The more powerful an earth node, the less common it is. About half of the nodes in existence are class 1 nodes, about a fourth are class 2, and almost all that remain fall into classes 3 and 4. Finding a class 5 node is so rare that such a discovery often heralds great changes for the discoverers, and often a bitter struggle to maintain control as various factions fight over the powerful node. Entire cities or cultures are often built around powerful nodes. A node with a high class rating is actually a series of nodal shells with strength increasing by 1 class for each layer further in, with the innermost shell having the highest node rating. For instance, a class 3 node is actually a class 1 node, surrounding a class 2 node, which surrounds a class 3 node at the center. Often, the size of a node is an indication of its class, though this isn't always the case." ] @@ -2876,6 +2879,7 @@ { "type": "entries", "name": "Earth Node Powers", + "page": 93, "entries": [ "Earth nodes may be used by spellcasters as they attempt to augment their powers. Those who are more familiar with earth nodes may have some advantages when using these nodes, as determined by the DM.", { @@ -3467,11 +3471,13 @@ { "type": "entries", "name": "Portals", + "page": 95, "entries": [ "Portals are an exceptionally common means of travel within, out of, and into the Underdark. Many caravans of experienced Underdark citizens use portals as a means of avoiding treacherous areas, or to bypass obstacles. That said, portals are not always safe. Many portals lead to strange and dangerous planes of existence before connecting to others that lead to its travelers' intended destination. The reason for these detours is known only to the long-passed creators of the portals. Major portals are often marked, but lesser-known portals also exist, often adorned with nothing but cryptic graffiti that provides small clues about the portal's destination and the inhabitants on the other side.", { "type": "entries", "name": "Qualities of Portals", + "page": 95, "entries": [ "Hundreds of archmages, high priests, secret circles, monstrous races, and dark cabals have had a hand in creating the multitude of hidden doorways riddling Faerûn. Magic of this sort is unusually durable, and often survives for centuries-or millennia - after its creators have vanished into history or lost any use for their handiwork. Accordingly the workings of portals are often mysterious and unpredictable.", "Most portals share some common features and qualities.", @@ -3548,6 +3554,7 @@ { "type": "entries", "name": "Unusual Portals", + "page": 96, "entries": [ "Things are never certain in the many lands of Faerûn and the Realms Below, and portals are not always entirely reliable. Portal-makers have created, through design or mischance, portals with many insidious and dangerous characteristics.", { @@ -4343,13 +4350,14 @@ { "type": "section", "name": "Dungeon Master's Tools", - "page": 101, + "page": 126, "entries": [ "The Dungeon Master employs many tools when preparing and running a D&D campaign. As a DM, your tools include your imagination, your ability to discern what entertains your players, your storytelling acumen, your sense of humor, your ability to listen well, your facility with the game's rules, and more. This chapter adds to your toolbox with guidance, optional rules, and pre-made encounters for a variety of situations.", "The tools herein build on the material in the {@book Dungeon Master's Guide|DMG} and the {@book Monster Manual|MM}. You may use some, all, or none of these tools, and feel free to customize how they work. Your group's enjoyment is paramount, so make these rules your own, aiming to match your group's tastes.", { "type": "section", "name": "Geology & Environments", + "page": 126, "entries": [ { "type": "quote", @@ -4363,12 +4371,14 @@ { "type": "entries", "name": "Topography", + "page": 126, "entries": [ "The surface world is marked by mighty mountains, high plateaus, and vast plains. The Underdark possesses none of these features, but it does have physical features all its own. Unlike the surface world, the Underdark is uniquely three-dimensional. Knowing the direction of true north is not enough to navigate the Realms Below; a traveler must also know the depth underground of her destination. It is possible to find the correct coordinates but still be several miles too deep or too shallow.", "Many of the Underdark's features can be explained as nothing more than the results of purely physical forces, albeit sometimes on a grand scale. Other features would be unlikely or even impossible in worlds where magic, elementals, planar interstices, and divine caprice did not help to shape the deep places.", { "type": "entries", "name": "Abysses", + "page": 126, "entries": [ "Vast, empty voids of awesome scope, Faerûn's abysses are rare features that can form insuperable barriers to travel. An abyss is simply a great open space, sometimes many dozens of miles in breadth and virtually bottomless. Some Underdark abysses are scores of miles deep. The difference between an abyss and a vault is difficult to define, but as a general rule, a vast space approachable from its higher reaches is an abyss, while the same space approachable from the floor might be better described as a vault. Abysses tend to be larger and deeper than areas that are considered vaults, but this is not always the case.", "Like the starkest mountains of the Lands Above, abysses are often completely impassable to anything without wings. Underdark civilizations near such features sometimes carve out harrowing ledge-paths to circle the tremendous void of the neighboring abyss, or endless stairs to descend its walls." @@ -4377,6 +4387,7 @@ { "type": "entries", "name": "Caves", + "page": 127, "entries": [ "Perhaps the most common topographical feature of the Underdark, a cave system consists of a series of caverns and passages that may stretch for miles. Caves can be formed by several different methods, but the most common is the action of flowing water. Cave systems often twist, turn, climb, and drop in a maddening fashion, forming threedimensional mazes that dishearten even the most determined mapmakers.", "Caves vary widely in terms of their habitability. Living caves that include streams or rivers are full of life (by Underdark standards) and can often support surprisingly large populations, especially of improbably large and ferocious monsters. Other caves may be barren wastelands, without food or water." @@ -4385,6 +4396,7 @@ { "type": "entries", "name": "Dungeons", + "page": 127, "entries": [ "Over the course of a hundred or more centuries, Faerûn's deep caverns and vaults have been expanded tremendously by the delving of various Underdark races. Thus, the term dungeon when applied to the Underdark means a structure excavated from the surrounding rock by intelligent creatures. For example, a great duergar city delved into the wall of a vault might be considered a large dungeon, with halls and passageways extending for miles from its entrance-ways. Dungeon complexes often serve to link two natural features (such as two or more vaults close to each other) with a system of artificial caves that vastly extends the scope of a natural cave system.", "Dungeons come in two varieties\u2014abandoned and occupied. Since they are not sources of food or water in and of themselves, empty dungeons do not necessarily attract Underdark settlers. However, dungeons are often supremely well suited for defense, and a dungeon that happens to be near a rich area such as a living cave is almost certain to be occupied by something, even if the original builders are long gone." @@ -4393,6 +4405,7 @@ { "type": "entries", "name": "Gorges", + "page": 127, "entries": [ "Just as on the surface, water can carve deep canyons and gorges in the Underdark. An Underdark gorge is nothing more than a cave that runs vertically instead of horizontally. Gorges often feature streams (and therefore life and food), although the difficulty of the terrain makes a gorge less desirable as a residence than a living cave with less extreme topography.", "Since gorges can run for many miles, they often serve as the highways of the Underdark. Travel along the floor of a gorge can be very difficult, but many Underdark races take steps to improve these natural roads for the use of their own merchants and hunters. Gorges also offer good opportunities to change depth and perhaps access another level quickly, through a little climbing." @@ -4401,6 +4414,7 @@ { "type": "entries", "name": "Lakes", + "page": 127, "entries": [ "Water is common in the Upperdark, since runoff from the surface frequently drains into cave systems below-ground. In many areas, the water table is close enough to the surface that only the most shallow cave systems can form. However, due to the unusual factors involved in the creation of Faerûn's Underdark, a water table 20 feet below-ground does not necessarily mean that air-filled caves don't exist at greater depths. Planar connections, particularly to the Planes of Earth and Water, make very unlikely hydrology possible.", "Typically, a body of fresh water is called a lake. Underdark lakes range in size from small pools to inland seas hundreds of miles in extent. Large lakes typically occupy either tremendous vaults or connected networks of partially submerged caves. The Lake of Shadows and the Giant's Chalice are examples of the former type, and the Darklake is an example of the latter. If a lake has both an inlet and an outlet, its water is usually drinkable, but lakes that are not refreshed from time to time may stagnate.", @@ -4411,6 +4425,7 @@ { "type": "entries", "name": "Rifts", + "page": 128, "entries": [ "Unlike gorges, rifts are not formed by erosion. Rather, they are the scars of tremendous upheavals deep in the earth. Rifts are places where vast blocks of stone rose, sunk, or slid past one another in long-ago cataclysms, leaving tremendous chasms. Rifts may be dozens or even hundreds of miles in length, and sometimes miles deep, but they are rarely very wide\u2014most are less than a bow-shot across.", "Rifts sometimes break apart preexisting features such as cave systems, presenting formidable obstacles to creatures traveling through caves. In order to continue when faced with a rift, the traveler must climb or descend to the appropriate level on the far side. Like gorges, rifts often serve as vertical highways in the Underdark, offering travelers the opportunity to change depth quickly." @@ -4419,6 +4434,7 @@ { "type": "entries", "name": "Rivers", + "page": 128, "entries": [ "Underdark rivers tend to be swift, violent, and treacherous. It is a rare river indeed that flows level and smooth for more than a few miles at a time before disappearing into a deep gorge or sinkhole in a fuming waterfall. Rivers are the great builders of the Underdark, the natural force that sculpts great caverns and brings life-giving energy and food to sustain the Underdark ecology. Most rivers are surrounded by a halo of living caves, which can be valuable real estate indeed." ] @@ -4426,6 +4442,7 @@ { "type": "entries", "name": "Seas", + "page": 128, "entries": [ "Perhaps the most wondrous of the Underdark's features are the vast, shadowed seas of the deep earth. Seas are saltwater bodies, not fresh, and most of them are found in the Lowerdark, though Underdark seas also occur at higher spots beneath Faerûn's surface oceans. While air-filled cave systems may extend for dozens or even hundreds of miles beneath the oceans above, or form air-locked siphons of extraordinary size, these features are exceptional. Most caves beneath large bodies of saltwater are simply subterranean extensions of surface oceans.", "Seas tend to form in the largest of vaults, occupying caverns large enough to be miniature worlds in their own right. Like the lakes, seas offer some of the best roads in the Underdark, and many are heavily traveled." @@ -4434,6 +4451,7 @@ { "type": "entries", "name": "Shafts", + "page": 128, "entries": [ "Sometimes natural processes form deep pits or wells in the earth. The shaft of such a structure may be carved out by water flowing straight downward in a subterranean waterfall, or created by volcanic activity. Unlike a gorge or a rift, a shaft tends to be a relatively small feature (usually less than a bow shot in diameter), but it may plummet for miles straight down.", "Because of their relatively small crosssections, shafts often serve to channel air movement between disparate portions of the Underdark. In places where the conditions are extreme (for example, a shaft near a superheated magma chamber), the air movement can also be extreme. Screaming winds might roar up or down a shaft in a scouring blast that would put a hurricane to shame. Sometimes, cave systems \"breathe\" in conjunction with changes in the surface world above, resulting in tremendous rushes of wind in and out through shafts every day." @@ -4442,6 +4460,7 @@ { "type": "entries", "name": "Tunnels", + "page": 128, "entries": [ "A tunnel is simply a passage that connects one place with another. Most are cut by creatures, though some are the results of natural movements of the earth and other forces. Underdark races often cut very ambitious tunnels to link multiple cave systems. Though such dreary passageways may be dozens of miles in length, most are only 10 or 20 feet across. Other tunnels are the work of burrowing monsters such as delvers, purple worms, and umber hulks. These \"natural\" tunnels may be twisting, turning mazes of intersecting passages.", "Tunnels are some of the Underdark's most useful roads, but they severely restrict a traveler's options. If you don't like where a tunnel leads, you really have no choice but to go back the way you came. Tunnels also offer few hiding places for those who can't blend in with stone, so often the only way to escape from a predator is to run\u2014and hope you're faster." @@ -4450,6 +4469,7 @@ { "type": "entries", "name": "Vaults", + "page": 129, "entries": [ "The higher reaches of the Underdark consist of immense networks of relatively small caves, but as a traveler descends, the numbers of caves decreases while the size of the individual caves increases. A large cave near the surface may consist of a few dozen linked chambers, each perhaps a few hundred feet long and a few dozen feet wide. But deeper down are openings in the earth that dwarf any surface dweller's conception of a cave.", "A typical vault may be 2 to 4 miles across and as much as 1 mile high. Some, however, sprawl for 50 miles or more and reach heights of 5 or 6 miles from the floor. Larger vaults often feature immense columns\u2014huge piers of natural rock that help to buttress the soaring ceiling. Some were formed by unthinkably massive pieces of the world grinding past each other in the very dawn of time, others by the influence of the Underdark's native magic, and still others by the confluence of planar characteristics in buried planar connections. However it was formed, a vault is a world in miniature, with its own streams, lakes, hills, and plateaus all contained in a single vast cavern.", @@ -4459,6 +4479,7 @@ { "type": "entries", "name": "Volcanoes", + "page": 129, "entries": [ "It is not universally true in Faerûn that descending 40 or 50 miles straight down in any spot brings a traveler to magma. Volcanic activity is extremely variable in the Underdark. Isolated pools of magma seep up almost to the surface in all sorts of places without any other volcanic activity, and in other places deep tunnels and vaults support humanoid settlements at depths where magma should be all that's present. Again, planar anomalies, deific intervention, and the powerful magic of the earth itself are likely to blame. Whatever the cause of these surprising conditions, racing rivers of molten rock, caverns full of brimstone and sulfurous reek, and scalding geysers and hot springs can be found at almost any depth in the Underdark. Underdark volcanoes aren't really mountains\u2014they are usually tremendous fissures or magma chambers that can vomit deadly rivers of lava into nearby caverns with little or no warning." ] @@ -4468,6 +4489,7 @@ { "type": "entries", "name": "Rocks & Rock Formations", + "page": 129, "entries": [ "All the topographical features of the Underdark share one thing in common: they're surrounded by rock. Rock in its various forms is every bit as relevant to the denizens of the Underdark as weather is to surface folk. Understanding the significance of different sorts of rock often means the difference between life and death for those who live in the Realms Below.", "Rocks are divided into four categories: sedimentary, igneous, metamorphic, and magimorphic. These labels describe how the rock was formed. These categories of rock vary widely in their armor class (AC), as shown below.", @@ -4508,6 +4530,7 @@ { "type": "entries", "name": "Sedimentary Features", + "page": 130, "entries": [ "Sedimentary rock formed from softer clays and deposits of organic matter long ago. These materials were compacted into discrete layers in the same sort of process that turns snow into glacial ice. Sedimentary rock is soft and easily weathered, which means that flowing water can gouge vast cave systems from it in a relatively short time, geologically speaking.", "Many of the classic cave features, such as stalagmites and stalactites, are found in caves formed from sedimentary rock. Such features are called solution-based, or dripstone, formations because they form from the slow motion and evaporation of water that contains dissolved minerals.", @@ -4601,6 +4624,7 @@ { "type": "entries", "name": "Igneous Features and Rocks", + "page": 130, "entries": [ "Igneous features are formed or influenced by fire\u2014usually magma chambers and flows, although openings into the Elemental Plane of Fire are not uncommon in many parts of the Underdark.", { @@ -4671,6 +4695,7 @@ { "type": "entries", "name": "Metamorphic Rocks", + "page": 131, "entries": [ "Metamorphic rocks occur where intense heat and pressure act to harden rock and alter its consistency. Marble is a good example of a sedimentary rock (limestone) that volcanic activity has transformed into a much harder stone. Metamorphic rock formations are similar to those of the pre-metamorphic rock, though often compressed. Caves formed from metamorphic rock more often take the form of faults, fissures, or similar discontinuities caused by the movement of adjacent slabs of stone.", "Many metallic ore deposits form in metamorphic settings. Some valuable minerals, such as garnet and tourmaline, also form only in such environments. Hence mining-oriented cultures, such as that of the dwarves, tend to settle in areas that feature metamorphic rocks.", @@ -4680,6 +4705,7 @@ { "type": "entries", "name": "Magimorphic (Magic-Formed Rocks)", + "page": 131, "entries": [ "Magimorphic rocks are stones or rock formations that have been warped and changed by magic. The Underdark of Faerûn includes several very different manifestations of magimorphic rocks.", { @@ -4757,6 +4783,7 @@ { "type": "entries", "name": "Non-Rock Tunnels", + "page": 132, "entries": [ "Only a newcomer to the Underdark would be naïve enough to think that Toril's deep caverns are formed exclusively of rock. A variety of other materials can form the same sorts of features.", { @@ -4806,6 +4833,7 @@ { "type": "entries", "name": "Other Cave Features", + "page": 132, "entries": [ "Some caves are formed and shaped by eroding winds and freely flowing water, such as streams or ocean currents. The following features are common in such environments.", { @@ -4866,6 +4894,7 @@ { "type": "section", "name": "The Underdark Environment", + "page": 134, "entries": [ { "type": "quote", @@ -4878,11 +4907,13 @@ { "type": "entries", "name": "Light", + "page": 134, "entries": [ "Except for any lanterns that characters bring into the caves, the Underdark is absolutely dark. Coupled with the tomblike silence of most passages, absolute darkness can unnerve even the most experienced delver. Thus, extra lights and oil (or magical means of illumination) are important for any cave trip.", { "type": "entries", "name": "Artificial Illumination", + "page": 134, "entries": [ "Halflings, humans, and other surface dwellers without {@sense darkvision} must carry some form of light with them in order to navigate the Underdark. While torches or lanterns are feasible for relatively short trips, a journey of more than a few days might require dozens of torches and oil flasks, making nonmagical light impractical for long expeditions.", "The best and most efficient means of providing light in the Underdark is to use minor alchemical or magical items, such as sunrods or {@spell continual flame} torches. A sunrod is small, light, and long lasting, capable of providing illumination in a 30-foot radius for 6 hours. A party of explorers could easily carry several dozen sunrods, which would provide enough light for many days of travel. At 2 gp apiece, an investment of 100 gp or so is well worth the money.", @@ -4892,6 +4923,7 @@ { "type": "entries", "name": "Natural Illumination", + "page": 134, "entries": [ "While most of the Underdark is lightless, some locales possess sources of natural illumination.", { @@ -4936,11 +4968,13 @@ { "type": "entries", "name": "Air", + "page": 135, "entries": [ "In general, the Underdark is surprisingly well ventilated. Vast subterranean spaces and the rare planar connection to the Elemental Plane of Air provide plenty of good air for living creatures. However, this is not universally true.", { "type": "entries", "name": "Poor Air", + "page": 135, "entries": [ "Sealed chambers, isolated caves, and waterisolated caverns have finite supplies of breathable air. Creatures that don't breathe need not concern themselves with air quality, but other travelers must be wary of such locations.", "Any enclosed space that is reasonably airtight can quickly become stale or depleted. In general, a medium creature depletes about 1,000 cubic feet of air (a 10-foot cube) every 6 hours. A Small creature requires half as much air, and a large creature requires four times as much. Air becomes stale when it is half of the available are has been depleted.", @@ -4964,6 +4998,7 @@ { "type": "entries", "name": "Gases and Fumes", + "page": 135, "entries": [ "Some areas of the Underdark are plagued by air that is not just stale, but actively toxic. Often this situation results from geothermal activity in the vicinity of volcanoes. Sometimes the escaping gases emerge with an audible hiss or a putrid smell, but not always.", "Gases tend to concentrate in areas that are isolated in some way from the nearby passages. For example, a passage that dips down sharply and then climbs up again forms a natural, low-lying pocket where deadly fumes can accumulate. An air-filled passage sealed by water siphons at either end could also concentrate deadly gases.", @@ -4996,6 +5031,7 @@ { "type": "entries", "name": "Climate", + "page": 136, "entries": [ "The temperature underground varies depending on the depth and the presence of geothermal features, but the vast majority of the Underdark has a moderate temperature throughout the year. It tends to be on the clammy and chilly side, but typical adventuring garb is sufficient to keep characters warm and dry.", { @@ -5023,14 +5059,16 @@ { "type": "entries", "name": "Ecology", + "page": 136, "entries": [ "Besides its many predatory races and monsters, the Underdark is also home to a variety of animals that live out their lives normally below the ground. These animals include (but are not limited to) bats, crayfish, eyeless cavefish, crickets, flies, gnats, rats, salamanders, spiders, and springfish. Additionally, it is not unusual for creatures in the Upperdark to encounter the occasional raccoon, frog, stray dog, or even lost dwarf, elf, or other representative of a surface race who has accidentally fallen down a deep shaft or well.", { "type": "entries", "name": "Plants and Fungi", + "page": 136, "entries": [ "Plants of one kind or another are the beginning of any food chain. By organizing inorganic minerals and capturing the energy of sunlight, plants create food that animals of all kinds depend on. Since plants in the Realms Below do not have access to sunlight, they must make food by other means. Thus, most take very different forms than the green plants of the surface world.", - "Most of the Underdark's plant life consists of a tremendous variety of fungi. Fungus normally requires some amount of detritus or decaying material to thrive. So where does the fungus find its food? The answer is simple: magic. The natural magical radiation of the Underdark and its various planar connections support many strange fungal growths, as well as lichens, mosses, and other simple plants, whose existence would otherwise be impossible. In effect, {@i faerzress} is the sunlight of the Realms Below, forming the basis of the subterranean food chain. Underdark regions particularly rich in {@i faerzress} or planar energies have been known to support fantastic forests of pale, gnarled trees or crystalline plants. These growths are completely adapted to their lightless, hostile environment.", + "Most of the Underdark's plant life consists of a tremendous variety of fungi. Fungus normally requires some amount of detritus or decaying material to thrive. So where does the fungus find its food? The answer is simple: magic. The natural magical radiation of the Underdark and its various planar connections support many strange fungal growths, as well as lichens, mosses, and other simple plants, whose existence would otherwise be impossible. In effect, {@i {@variantrule faerzress|JBoE}} is the sunlight of the Realms Below, forming the basis of the subterranean food chain. Underdark regions particularly rich in {@i {@variantrule faerzress|JBoE}} or planar energies have been known to support fantastic forests of pale, gnarled trees or crystalline plants. These growths are completely adapted to their lightless, hostile environment.", "Surprisingly, however, green plants are not entirely absent from the Underdark. Some caverns illuminated by particularly bright radiant crystals can actually support green plants. Caves with this sort of dazzling illumination might be filled with grass, moss, ferns, creepers, or even small trees. Any such place is a treasure beyond price in the Underdark, and it is certain to be guarded by deadly spells, monstrous guardians, or both.", { "type": "entries", @@ -5043,14 +5081,14 @@ "type": "entries", "name": "Bluecap", "entries": [ - "The grain of the Underdark, bluecap fungus is inedible to humanoids, but its spores can be ground to make a nutritious, if bland, flour. Bread made from bluecap flour is usually known as sporebread. Bluecap seems to do well with or without {@i faerzress}, and most Underdark humanoids cultivate it." + "The grain of the Underdark, bluecap fungus is inedible to humanoids, but its spores can be ground to make a nutritious, if bland, flour. Bread made from bluecap flour is usually known as sporebread. Bluecap seems to do well with or without {@i {@variantrule faerzress|JBoE}}, and most Underdark humanoids cultivate it." ] }, { "type": "entries", "name": "Cave Moss", "entries": [ - "Found only in {@i faerzress}-rich regions, cave moss is inedible to humanoids, but it is a favorite grazing food of some giant vermin, as well as rothé." + "Found only in {@i {@variantrule faerzress|JBoE}}-rich regions, cave moss is inedible to humanoids, but it is a favorite grazing food of some giant vermin, as well as rothé." ] }, { @@ -5078,7 +5116,7 @@ "type": "entries", "name": "Luurden", "entries": [ - "Luurden, or bloodfruit, is a rare tree that grows only in areas of strong {@i faerzress}. The barren branches of this pale, gnarled tree seem more dead than alive, but once every 3 to 4 years, it produces a small amount of bitter red fruit that is used to make rare Underdark wines and elixirs." + "Luurden, or bloodfruit, is a rare tree that grows only in areas of strong {@i {@variantrule faerzress|JBoE}}. The barren branches of this pale, gnarled tree seem more dead than alive, but once every 3 to 4 years, it produces a small amount of bitter red fruit that is used to make rare Underdark wines and elixirs." ] }, { @@ -5092,7 +5130,7 @@ "type": "entries", "name": "Sussur", "entries": [ - "Rare and magical, the so-called \"deeproot\" tree is found only in the largest of caverns. It can grow to a height of 60 feet, and its branches are long and gnarled, with banyan-like aerial roots. Few leaves grow on the sussur; it exists almost entirely on {@i faerzress} and is often found in caverns where wizard fire is prevalent. A sussur tree can drink in magic from its environs, creating a natural antimagic field that can extend for hundreds of feet." + "Rare and magical, the so-called \"deeproot\" tree is found only in the largest of caverns. It can grow to a height of 60 feet, and its branches are long and gnarled, with banyan-like aerial roots. Few leaves grow on the sussur; it exists almost entirely on {@i {@variantrule faerzress|JBoE}} and is often found in caverns where wizard fire is prevalent. A sussur tree can drink in magic from its environs, creating a natural antimagic field that can extend for hundreds of feet." ] }, { @@ -5114,6 +5152,7 @@ { "type": "entries", "name": "Animal Life", + "page": 137, "entries": [ "The Realms Below support a surprising variety of animals. A few herbivores exist there, but most creatures are predatory in the extreme.", "Many mundane hunting animals, including bears, lions, bats, rats, and monsters of all sorts, can be found in cozy underground lairs near the surface. In deeper places, animals must shift from the surface world ecology to the Underdark ecology. Many surface creatures are ill suited for such shifts and therefore can't be found more than a few hundred feet from a cave mouth, except for places where a surface ecology is somehow maintained in the Underdark.", @@ -5159,18 +5198,20 @@ { "type": "entries", "name": "Underdark Hazards", + "page": 138, "entries": [ "Explorers routinely encounter common dungeon hazards such as yellow mold or green slime in the Underdark. In addition, the Realms Below are home to a variety of unique perils and diseases that have laid low more than one heroic adventurer.", { "type": "entries", "name": "Underdark Slimes, Molds, Fungi, and Lichen", + "page": 138, "entries": [ "No place in Toril, or perhaps even the multiverse, boasts a greater variety and quantity of fungi than the Underdark. Much of it is innocuous, and some is even cultivated for food (see Plants and Fungi, above), but some of it is exceedingly dangerous.", { "type": "entries", "name": "Cave Creeper", "entries": [ - "Cave creeper is a gray-andwhite fungus that flourishes near water. It is especially common in the Lowerdark where it grows close to most of the water sources. Cave creeper emits spores once a minute that cause cave terrors when inhaled. Every breathing creature within 20 feet of cave creeper when it emits spores must make a DC 12 Wisdom saving throw or suffer the effects of a confusion spell. Sunlight, as well as any amount of acid, cold, or fire damage instantly destroys a patch of cave creeper." + "Cave creeper is a gray-and-white fungus that flourishes near water. It is especially common in the Lowerdark where it grows close to most of the water sources. Cave creeper emits spores once a minute that cause cave terrors when inhaled. Every breathing creature within 20 feet of cave creeper when it emits spores must make a DC 12 Wisdom saving throw or suffer the effects of a {@spell confusion} spell. Sunlight, as well as any amount of acid, cold, or fire damage instantly destroys a patch of cave creeper." ] }, { @@ -5203,6 +5244,7 @@ { "type": "entries", "name": "Diseases", + "page": 139, "entries": [ "The Underdark environment also poses a considerable threat in terms of disease. All the diseases described in the {@book Dungeon Master's Guide|DMG} exist in the Realms Below, but a few diseases are unique to this realm.", "All of these diseases can be cured by magic that removes disease, but the spell slot used must be equal to or greater than the number of days the creature has been infected, up to 9th level.", @@ -5242,6 +5284,7 @@ { "type": "section", "name": "Spelunking", + "page": 140, "entries": [ { "type": "quote", @@ -5254,11 +5297,13 @@ { "type": "entries", "name": "Cramped Spaces", + "page": 140, "entries": [ "Many natural caves are extremely difficult to navigate. Narrow fissures, corkscrew passages, and low ceilings are common obstacles in the limestone caves of the Underdark. Any creature fighting in a cramped space suffers a -2 penalty to AC. Beyond that, the following adjustments apply, depending upon which weapons and movement a creature uses in combat.", { "type": "entries", "name": "Attacking in Cramped Spaces", + "page": 140, "entries": [ "In tight spaces, creatures will almost always benefit from half or three-quarters cover, even if they are adjacent to each other. However, weapons that deal piercing damage are treated normally out to a range of 10 feet from the attacker." ] @@ -5266,6 +5311,7 @@ { "type": "entries", "name": "Terrain in Cramped Spaces", + "page": 140, "entries": [ "Simply moving through wild caves and unworked tunnels can often be a challenge. To account for this, cramped spaces are considered difficult terrain to all non-native creatures traveling through the Underdark." ] @@ -5273,6 +5319,7 @@ { "type": "entries", "name": "Movement in Cramped Spaces", + "page": 140, "entries": [ "Movement through the dangerous caves and tunnels of the Underdark often involves more than simply walking. Creatures might have to climb, crawl, swim, or jump to get where they need to go.", { @@ -5306,6 +5353,7 @@ { "type": "entries", "name": "Getting Lost", + "page": 141, "entries": [ "It's not possible to get lost in a miles-long tunnel that has no branches, but sailing across a subterranean sea, or clambering through a twisting, turning maze-like cave offers plenty of opportunities for becoming lost.", "The Realms Below combine both poor visibility and treacherous terrain, so any time would-be explorers venture away from clearly marked trails, they may become lost. When such a possibility exists, the party chooses one member that must succeed on a Wisdom ({@skill Survival}) check once per hour or becomes lost (see the Orientation DCs chart). Characters that are native to the Underdark or possess a reliable map have advantage on this check.", @@ -5395,6 +5443,7 @@ { "type": "entries", "name": "Navigation", + "page": 141, "entries": [ "When your party declares that they are traveling 12 hours or more to a specific location, set a Navigation DC based on the guidance the party has and the concealment of the location, whichever is higher. The party chooses one member that must make a Wisdom ({@skill Survival}) skill check against the Navigation DC (see the Navigation DCs table). Apply modifiers for {@quickref travel pace|PHB|4} listed in the {@book Player's Handbook}. Depending on the distance to the location, the DM determines how many successful checks will be necessary to arrive at the destination.", { @@ -5449,6 +5498,7 @@ { "type": "entries", "name": "Foraging", + "page": 142, "entries": [ "Characters can gather food and water as the party travels at a normal or slow pace. When a party forages together, they choose one character to a make a Wisdom ({@skill Survival}) check with advantage against the DC determined by the abundance of food and water in the region.", { @@ -5520,7 +5570,7 @@ ], [ "10+ under DC", - "The party finds a patch of Cave Creeper, Fire Fungus, Fool's Water, or has a random encounter." + "The party finds a patch of {@hazard Cave Creeper|JBoE}, {@hazard Fire Fungus|JBoE}, {@hazard Fool's Water|JBoE}, or has a random encounter." ], [ "Natural 1", @@ -5535,6 +5585,7 @@ { "type": "section", "name": "Underdark Regions", + "page": 142, "entries": [ { "type": "quote", @@ -5548,6 +5599,7 @@ { "type": "entries", "name": "The Upperdark", + "page": 142, "entries": [ "The Upperdark extends from the surface to a depth of about 3 miles. Varied races inhabit this region, including chitines, udadrow, dwarves, giants, all manner of goblinoids, orcs, svirfneblin, and wererats. Scouts from deeper races often venture into the Upperdark in order to trade with (or prey on) the races native to this area.", "The Upperdark's main import from the surface is slaves. Slavers from evil-aligned cities in the Upperdark make frequent forays into the light to capture new slaves for use as either labor or food. They also trade for textiles, grains, fruit, and weapons. Their exports include raw ore, refined metals, gems, and native Underdark plants.", @@ -5555,13 +5607,15 @@ { "type": "entries", "name": "Surviving in the Upperdark", + "page": 143, "entries": [ - "{@skill Survival} checks made to hunt, forage, and avoid natural hazards in the Upperdark use the same DCs as normal surface conditions. Basic amenities such as light, air, food, and water are less available in the Upperdark than on the surface, but they are common enough. Luminescent flora and {@i faerzress} provide occasional light, though not consistently enough to allow a creature without {@sense darkvision} to travel without an independent light source. Vents from the surface keep air fresh and moving in the passages, so air quality is rarely an issue. Enormous underground lakes spread across hundreds of miles in some regions, and water trickles down from the surface in many others. Many water sources are guarded or fouled, but quite a few are both clean and open for anyone to use. Many different types of wild fungi are edible, and the Underdark equivalent of small game (rats, dire rats, lizards, and giant vermin) can easily be found in the tunnels. Domesticated animals, such as deep rothé, can also be found near most major population centers." + "{@skill Survival} checks made to hunt, forage, and avoid natural hazards in the Upperdark use the same DCs as normal surface conditions. Basic amenities such as light, air, food, and water are less available in the Upperdark than on the surface, but they are common enough. Luminescent flora and {@i {@variantrule faerzress|JBoE}} provide occasional light, though not consistently enough to allow a creature without {@sense darkvision} to travel without an independent light source. Vents from the surface keep air fresh and moving in the passages, so air quality is rarely an issue. Enormous underground lakes spread across hundreds of miles in some regions, and water trickles down from the surface in many others. Many water sources are guarded or fouled, but quite a few are both clean and open for anyone to use. Many different types of wild fungi are edible, and the Underdark equivalent of small game (rats, dire rats, lizards, and giant vermin) can easily be found in the tunnels. Domesticated animals, such as deep rothé, can also be found near most major population centers." ] }, { "type": "entries", "name": "Denizens of the Upperdark", + "page": 143, "entries": [ "Most Upperdark inhabitants traffic with the surface world in some way, either trading with or raiding their upstairs neighbors for things they can't get in their native habitat. They also trade with (and raid) each other. No Underdark community is ever really friendly with another, but Upperdark settlements often observe wary truces with their neighbors.", { @@ -5634,6 +5688,7 @@ { "type": "entries", "name": "The Middledark", + "page": 144, "entries": [ "The Middledark lies between 3 and 10 miles beneath the surface of Faerûn. Larger cities of udadrow and duergar are in the Middledark. Other inhabitants include lone aboleths, cloakers, derro, grimlocks, and kuo-toas. A few mind flayer outposts are scattered throughout this level as well.", "Settled communities in the Middledark commonly send trade caravans and raiding parties to the surface, or at least up to Upperdark trading centers such as Menzoberranzan and Ooltul. Visitors from the surface are rare and tend to be viewed as potential slaves or food. Caravan travel brings mostly luxuries; staples must be grown locally.", @@ -5641,6 +5696,7 @@ { "type": "entries", "name": "Surviving in the Middledark", + "page": 144, "entries": [ "The Middledark is, at its best, worse than the harshest surface deserts. The DC for any Wisdom ({@skill Survival}) check made in the Middledark automatically increases by 5, even for natives. Wild resources are hard to find, and most of those that do exist have already been placed under guard by someone else.", "Glowing fungi and lichens are less common at this depth than they are in the Upperdark. They can be easily cultivated, but most concentrations of them appear in cities, not in the wild. Air tends to be stale, but breathable, though poisonous fumes choke out normal air in a few areas. In many places, water is scarce, and any large supply is well guarded. Creatures living at this depth get most or all of their water from the fluids in other creatures they eat. Food is the most plentiful of the necessities at this depth, but even that becomes an issue at the lower end of the depth range." @@ -5649,6 +5705,7 @@ { "type": "entries", "name": "Denizens of the Middledark", + "page": 145, "entries": [ "No alliance is permanent in the Middledark.", "Some communities maintain wary trading partnerships with others, but it is understood that if one party ever grows stronger than the other, the terms of the partnership will change\u2014perhaps drastically. Even in the most open of Middledark cities, newcomers can expect to be challenged (physically or otherwise) unless they make a pointed display of power upon entry.", @@ -5656,7 +5713,7 @@ "type": "entries", "name": "Udadrow", "entries": [ - "Most udadrow cities occupy large vaults or caverns in the Middledark. At these depths, {@i faerzress} is common and powerful, and the dark elves have developed many potent spells and defenses that harness the Underdark's magical radiation for their own purposes. The Middledark also offers the defense of distance\u2014a udadrow outpost near the surface is vulnerable to the attacks of adventurers and surface elves, but moving a large army into the Middledark can't be done with ease.", + "Most udadrow cities occupy large vaults or caverns in the Middledark. At these depths, {@i {@variantrule faerzress|JBoE}} is common and powerful, and the dark elves have developed many potent spells and defenses that harness the Underdark's magical radiation for their own purposes. The Middledark also offers the defense of distance\u2014a udadrow outpost near the surface is vulnerable to the attacks of adventurers and surface elves, but moving a large army into the Middledark can't be done with ease.", "Taken as a whole, udadrow probably have the most significant presence in the Middledark. Their cities and strongholds are numerous, wealthy, and well situated for defense, and the udadrow themselves are cruel and strong. Only the endless feuding of the great Houses constrains udadrow power. Menzoberranzan is the most famous of udadrow cities." ] }, @@ -5664,7 +5721,7 @@ "type": "entries", "name": "Duergar", "entries": [ - "The Middledark is also home to the largest and most powerful gray dwarf realms. The duergar have no particular use for {@i faerzress} and do not worry about agesold vendettas against the surface world; they came down to the Middledark because the lower one descends into the earth, the more rare and wondrous the minerals that one can find. If the Lowerdark were not so completely inhospitable, the gray dwarves would pursue their veins of ore and gemstones all the way to the roots of the world, but lower reaches of the Middledark represent the deepest depth at which large cities can be easily sustained. Duergar cities are less numerous than those of the udadrow, but any given gray dwarf city is likely to be a strong, wealthy, and martially inclined realm quite powerful enough to deter the attacks of its hostile neighbors. The cities of Dunspeirrin and Gracklstugh are good examples of duergar realms." + "The Middledark is also home to the largest and most powerful gray dwarf realms. The duergar have no particular use for {@i {@variantrule faerzress|JBoE}} and do not worry about agesold vendettas against the surface world; they came down to the Middledark because the lower one descends into the earth, the more rare and wondrous the minerals that one can find. If the Lowerdark were not so completely inhospitable, the gray dwarves would pursue their veins of ore and gemstones all the way to the roots of the world, but lower reaches of the Middledark represent the deepest depth at which large cities can be easily sustained. Duergar cities are less numerous than those of the udadrow, but any given gray dwarf city is likely to be a strong, wealthy, and martially inclined realm quite powerful enough to deter the attacks of its hostile neighbors. The cities of Dunspeirrin and Gracklstugh are good examples of duergar realms." ] }, { @@ -5738,22 +5795,25 @@ { "type": "entries", "name": "The Lowerdark", + "page": 146, "entries": [ "No place on Toril is as strange and dangerous as the Lowerdark. This level of the Underdark extends from 10 miles below the surface to unfathomable depths and features a degree of strangeness that would drive some surface dwellers insane. Few upper-worlders ever descend to the Lowerdark, and few of the Lowerdark's denizens want anything to do with the surface world. Some of the creatures in the Lowerdark\u2014intelligent or otherwise\u2014aren't even aware of a surface world; others have heard of it but consider it a mythical place.", "Interspecies and intraspecies strife is the rule in the Underdark. Resources are minimal, and weakness invites extermination. Most of the Lowerdark's denizens are chaotic, evil, or both. Even the vermin and animals encountered in this area are rarely ordinary\u2014many have been transfigured by crossbreeding or magical interference. Nothing here is normal or simple.", "Travel in the Lowerdark is arduous at best. The term Lower Underdark actually refers to many places, since the great domains of Faerûn's Underdark possess fewer and fewer interconnections the deeper one delves. Only about a third of the lowest sections of the Underdark actually connect to each other. The rest of the Lowerdark consists of isolated pockets of space reachable only from the Middledark, by water, or by transportation magic.", - "Typically only one route exists to any given point, and that is what must be used unless the traveler plans to dig one. Though time consuming and cumbersome, many adventurers find it expedient to do just that, so they keep the necessary magic items and spells handy to make their own tunnels as needed. Fortunately, {@i faerzress} is rare at this depth, so teleportation can be used to travel the Lowerdark with a reasonable hope of success, assuming that the traveler has a good sense of the destination.", + "Typically only one route exists to any given point, and that is what must be used unless the traveler plans to dig one. Though time consuming and cumbersome, many adventurers find it expedient to do just that, so they keep the necessary magic items and spells handy to make their own tunnels as needed. Fortunately, {@i {@variantrule faerzress|JBoE}} is rare at this depth, so teleportation can be used to travel the Lowerdark with a reasonable hope of success, assuming that the traveler has a good sense of the destination.", { "type": "entries", "name": "Surviving in the Lowerdark", + "page": 147, "entries": [ - "The Lowerdark is a strange realm warped by severe environmental and magical forces. The problems that pervade the rest of the Underdark intensify here. Resources are scarce, and control of them is continually contested. Air does filter down this far, but it is frequently stale and occasionally toxic because of geothermal fumes. Water is virtually nonexistent, and the little that is present is well guarded. Food cannot be found in the wild, unless the hunter has no aversion to cannibalism. (Many creatures at this depth survive by this means.) The Wisdom ({@skill Survival}) check DCs for most tasks increase by 10. Exacerbating these problems still further are numerous areas of wild magic and dead magic. Though {@i faerzress} is rare here, the Weave in the Lowerdark is a snarled, tangled mess. Yet another magic-complicating feature is a high degree of portal seepage (see Magical Phenomena).", + "The Lowerdark is a strange realm warped by severe environmental and magical forces. The problems that pervade the rest of the Underdark intensify here. Resources are scarce, and control of them is continually contested. Air does filter down this far, but it is frequently stale and occasionally toxic because of geothermal fumes. Water is virtually nonexistent, and the little that is present is well guarded. Food cannot be found in the wild, unless the hunter has no aversion to cannibalism. (Many creatures at this depth survive by this means.) The Wisdom ({@skill Survival}) check DCs for most tasks increase by 10. Exacerbating these problems still further are numerous areas of wild magic and dead magic. Though {@i {@variantrule faerzress|JBoE}} is rare here, the Weave in the Lowerdark is a snarled, tangled mess. Yet another magic-complicating feature is a high degree of portal seepage (see Magical Phenomena).", "The darkness at this depth is so deep that it seems to actively dislike light. Natural light sources fail with unnerving frequency, and magical light sources draw attackers like flies to rotten fruit. In some places, the shadows cast in areas of light are unnatural\u2014too large or too small for the light source, or cast in contradictory angles. Even beings with {@sense darkvision} see a flickering of dark around the edges of their vision, as if the darkness were trying to smother out any sight at all." ] }, { "type": "entries", "name": "Denizens of the Lowerdark", + "page": 147, "entries": [ "Why would any creature with intelligence or common sense live in such a terrible environment? Some races have lived here for generation upon generation, and the Lowerdark is simply their home. Other creatures settle here to take advantage of the Lowerdark's unique magical properties, rare ores, or shelter from the hated sun. Still others view a sojourn in the Lowerdark as a temporary solution, since the dead magic areas and hostile territory may be a wanted criminal's most expedient means of avoiding capture.", "Of course, not everyone is in the Lowerdark by choice. Some unfortunates are here because they neglected to research the destinations of the portals through which they ventured. Others have been exiled here from communities in the Middledark, the Upperdark, or even the surface world. Some udadrow matrons get rid of potentially problematic subordinates by sending them on exploratory or expansionistic raiding parties into the Lowerdark. A triumphant scout returning from the mission into the depths might find her unexpected survival fatally inconvenient to the matron who dispatched her.", @@ -5860,11 +5920,13 @@ { "type": "section", "name": "Underdark Encounters", + "page": 150, "entries": [ "Thirty Underdark encounters are presented here for groups that use them and are suggested for parties of characters level 1-5.", { "type": "entries", "name": "1. A Friend in Need", + "page": 150, "entries": [ { "type": "inset", @@ -5879,6 +5941,7 @@ { "type": "entries", "name": "2. Back from the Hunt", + "page": 150, "entries": [ { "type": "inset", @@ -5893,6 +5956,7 @@ { "type": "entries", "name": "3. Belgos' Cabin", + "page": 151, "entries": [ { "type": "inset", @@ -5907,6 +5971,7 @@ { "type": "entries", "name": "4. Chattering Nook", + "page": 151, "entries": [ { "type": "inset", @@ -5921,6 +5986,7 @@ { "type": "entries", "name": "5. Corrupted Ancestry", + "page": 152, "entries": [ { "type": "inset", @@ -5935,6 +6001,7 @@ { "type": "entries", "name": "6. Deification", + "page": 152, "entries": [ { "type": "inset", @@ -5949,6 +6016,7 @@ { "type": "entries", "name": "7. Exhausted Mine", + "page": 153, "entries": [ { "type": "inset", @@ -5963,6 +6031,7 @@ { "type": "entries", "name": "8. Eyes in the Dark", + "page": 153, "entries": [ { "type": "inset", @@ -5976,6 +6045,7 @@ { "type": "entries", "name": "9. Face-Huggers", + "page": 154, "entries": [ { "type": "inset", @@ -5989,6 +6059,7 @@ { "type": "entries", "name": "10. Fungal Forest", + "page": 154, "entries": [ { "type": "inset", @@ -6002,6 +6073,7 @@ { "type": "entries", "name": "11. Guano-Filled Cave", + "page": 155, "entries": [ { "type": "inset", @@ -6015,6 +6087,7 @@ { "type": "entries", "name": "12. Hunting Party", + "page": 155, "entries": [ { "type": "inset", @@ -6022,13 +6095,14 @@ "You climb over a rock-fall on the path when you spot a group of udadrow camped around a fire nearby. One of them pulls giant bats and beetles out of a linen sack and skewers them with a spit to be roasted over the fire." ] }, - "This camp of {@dice 2d4} {@creature drow||udadrow}\\u2014who are resting after a successful hunting trip\\u2014blocks the path ahead. They've grown tired of hunting the same dumb creatures and long for some more interesting game.", + "This camp of {@dice 2d4} {@creature drow||udadrow}\u2014who are resting after a successful hunting trip\\u2014blocks the path ahead. They've grown tired of hunting the same dumb creatures and long for some more interesting game.", "The sacks around the camp are packed with 50 feet of {@item hempen rope (50 feet)|PHB}, 15 feet of iron chains, and 2 {@item spell scroll (2nd level)|DMG|scrolls} of {@spell lesser restoration}." ] }, { "type": "entries", "name": "13. Lights in the Tunnel", + "page": 156, "entries": [ { "type": "inset", @@ -6042,6 +6116,7 @@ { "type": "entries", "name": "14. Little Escapees", + "page": 156, "entries": [ { "type": "inset", @@ -6056,6 +6131,7 @@ { "type": "entries", "name": "15. Lizard Den", + "page": 157, "entries": [ { "type": "inset", @@ -6069,6 +6145,7 @@ { "type": "entries", "name": "16. Minotaur Bridge Sentry", + "page": 157, "entries": [ { "type": "inset", @@ -6083,6 +6160,7 @@ { "type": "entries", "name": "17. Oily Platform", + "page": 158, "entries": [ { "type": "inset", @@ -6097,6 +6175,7 @@ { "type": "entries", "name": "18. Putrid Mineshaft", + "page": 158, "entries": [ { "type": "inset", @@ -6111,6 +6190,7 @@ { "type": "entries", "name": "19. Rotting River", + "page": 159, "entries": [ { "type": "inset", @@ -6124,6 +6204,7 @@ { "type": "entries", "name": "20. Screeching Shaft", + "page": 159, "entries": [ { "type": "inset", @@ -6137,6 +6218,7 @@ { "type": "entries", "name": "21. Skittering Shadows", + "page": 160, "entries": [ { "type": "inset", @@ -6150,6 +6232,7 @@ { "type": "entries", "name": "22. Slave Shipment", + "page": 160, "entries": [ { "type": "inset", @@ -6164,6 +6247,7 @@ { "type": "entries", "name": "23. Stalactite Cavern", + "page": 161, "entries": [ { "type": "inset", @@ -6177,6 +6261,7 @@ { "type": "entries", "name": "24. Stirge Feeding-Ground", + "page": 161, "entries": [ { "type": "inset", @@ -6190,6 +6275,7 @@ { "type": "entries", "name": "25. The Eternal Battlefield", + "page": 162, "entries": [ { "type": "inset", @@ -6203,6 +6289,7 @@ { "type": "entries", "name": "26. The Restless", + "page": 162, "entries": [ { "type": "inset", @@ -6217,6 +6304,7 @@ { "type": "entries", "name": "27. Toadpool", + "page": 163, "entries": [ { "type": "inset", @@ -6230,6 +6318,7 @@ { "type": "entries", "name": "28. Underbears", + "page": 163, "entries": [ { "type": "inset", @@ -6244,6 +6333,7 @@ { "type": "entries", "name": "29. Walking on Eggshells", + "page": 164, "entries": [ { "type": "inset", @@ -6257,6 +6347,7 @@ { "type": "entries", "name": "30. Writhing Pit", + "page": 164, "entries": [ { "type": "inset", @@ -6456,7 +6547,7 @@ "classTableGroups": [ { "colLabels": [ - "{@filter Infusions Known|optionalfeatures|feature type=ai|source=TCE}", + "{@filter Infusions Known|optionalfeatures|source=tce;jboe|feature type=ai}", "Infused Items", "{@filter Cantrips Known|spells|level=0|class=artificer}" ], @@ -17359,6 +17450,38 @@ ] } ], + "disease": [ + { + "name": "Lungrot", + "source": "JBoE", + "page": 139, + "entries": [ + "This disease most often strikes air-breathing creatures that have been sealed inside ancient ruins.", + "A creature that inhales air permeated with lungrot must succeed on a DC 10 Constitution throw or become infected. Within {@dice 1d4} hours after infection the creature's breathing becomes labored and it gains one level of {@condition exhaustion}. Until the disease is cured, levels of {@condition exhaustion} can't be removed by any means, and the creature gains an additional level of {@condition exhaustion} whenever they finish a long rest. A creature that dies from this disease has a {@chance 50} chance of reanimating as a zombie within {@dice 1d6} days of expiring. The zombie creature has no memory of its former life, but does feel compelled to return to the origin of its lungrot.", + "After the disease is cured, the creature must still recover from any levels of {@condition exhaustion} they have accumulated." + ] + }, + { + "name": "Scaleflake", + "source": "JBoE", + "page": 139, + "entries": [ + "This disease most often strikes aquatic or reptilian creatures, but anyone swimming, wading, or submerged in tainted water can contract it.", + "When a humanoid creature comes in contact with the disease, the creature must succeed on a DC 15 Constitution saving throw or become infected.", + "It takes 24 hours for scaleflake's symptoms to manifest in an infected creature. Symptoms include swelling, oozing, and smelly pustules coating the surface of the afflicted creature's body. An infected creature's speed is reduced by 10, and it has disadvantage on Charisma checks. Additionally, any non-moving water source within 5 feet of the infected creature becomes tainted with the disease.", + "At the end of each long rest, an infected creature must make a DC 15 Constitution saving throw. On a successful save, the creature recovers from the disease. Once recovered, the creature is immune to scaleflake for 1 month." + ] + }, + { + "name": "Softpox", + "source": "JBoE", + "page": 140, + "entries": [ + "This disease is endemic among the vermin populations of the Underdark. When a creature comes in contact with softpox, it must make a DC 20 Constitution saving throw. On a success, the creature is immune to softpox for life. Otherwise, the creature is infected.", + "Within 24 hours, the disease makes the skin soft, swollen, and tender. This effect reduces the creature's natural AC by 1 point each time the creature finishes a long rest. Once the creature's natural AC reaches 10 (whether by reduction or because the creature had no natural armor bonus in the first place), the creature also takes {@damage 2d10} necrotic damage each time it finishes a long rest. If this disease reduces the creature's natural AC to 0, the creature dies and their body disintegrates." + ] + } + ], "feat": [ { "name": "Adhesive Adaptation", @@ -18189,6 +18312,44 @@ ] } ], + "hazard": [ + { + "name": "Cave Creeper", + "source": "JBoE", + "page": 138, + "entries": [ + "Cave creeper is a gray-and-white fungus that flourishes near water. It is especially common in the Lowerdark where it grows close to most of the water sources. Cave creeper emits spores once a minute that cause cave terrors when inhaled. Every breathing creature within 20 feet of cave creeper when it emits spores must make a DC 12 Wisdom saving throw or suffer the effects of a {@spell confusion} spell. Sunlight, as well as any amount of acid, cold, or fire damage instantly destroys a patch of cave creeper." + ] + }, + { + "name": "Fire Fungus", + "source": "JBoE", + "page": 138, + "entries": [ + "This fungal growth sheds natural warmth, raising the temperature within 30 feet of it by 10 degrees. However, any open flame brought within 10 feet of fire fungus causes it to explode. All creatures within a 30-foot radius of the exploding fire fungus must make a DC 15 Dexterity saving throw or take between {@dice 3d6} to {@damage 7d6} fire damage, depending on the size of the fire fungus patch. Such an explosion kills the fire fungus. Besides making it explode, the only other way to kill a patch fire fungus is by dealing cold damage to it equal to the amount of square feet the patch covers.", + "Some Underdark races use fire fungus for warmth instead of fires, since kindling and firewood are scarce in the Realms Below. Grimlocks and gloamings especially favor it." + ] + }, + { + "name": "Fool's Water", + "source": "JBoE", + "page": 139, + "entries": [ + "This slime looks like a small spring of water, but a DC 15 Intelligence ({@skill Nature}) check can reveal its true nature upon inspection. Any creature that touches fool's water takes {@damage 1d6} acid damage. Thereafter, the substance clings to the victim like slime, dealing the same amount of acid damage each round for the next {@dice 2d6} rounds. On the first round of contact, it can be scraped off easily, but after that it must be frozen, burned, or cut away. (All of these processes apply damage to the victim as well.) Against wood or metal, fool's water deals {@damage 1d6} acid damage but has no continuing effect.", + "Fool's water is extremely reactive with regular water. Trying to wash the slime off with water causes an explosion that deals {@damage 3d6} acid damage to every creature within 10 feet.", + "Extreme cold, extreme heat, or sunlight destroys a patch of fool's water. Casting {@spell purify food and drink} on fool's water turns it into potable water." + ] + }, + { + "name": "Wisp Lichen", + "source": "JBoE", + "page": 139, + "entries": [ + "This white lichen clings to the ceilings of high caverns and poses a threat primarily to flying creatures. A creature that touches the lichen's sticky strands must succeed on a DC 12 Constitution saving throw or be {@condition paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While the creature is {@condition paralyzed}, the lichen slowly digests its prey, dealing {@damage 1d4} acid damage at the start the creature's turn.", + "Earth-bound predators usually lurk near patches of wisp lichen, waiting for the crash or thud that indicates a tasty morsel of {@condition paralyzed} prey has fallen to earth." + ] + } + ], "item": [ { "name": "Aboleth Eye", @@ -26796,7 +26957,7 @@ "by": "Jarlaxle" }, "Works of Drow craftsmanship and manufacture are infamous throughout the Underdark. Terrible tales of evil Dark-Elf creations extends to the surface world. Since their expulsion from the surface many ages ago drow artisanship has been instrumental in cementing their dominance over the other races of the Underdark.", - "Drowcraft typically combines the use of adamantine or spider silk with the magical properties of {@i faerzress} which is found frequently in Earth Nodes (described in chapter 3) deep in the world below. Drowcraft has similarities with other elven craft, sharing a similar lightness and grace in construction. Where the craft of the elves of the surface and the Drow diverge is in the Drowcrafter's use of fearsome dark energies, poisons, and chiefly with their race's obsession with causing as much pain as possible to its enemies-all in the name of Lolth the Spider Goddess.", + "Drowcraft typically combines the use of adamantine or spider silk with the magical properties of {@i {@variantrule faerzress|JBoE}} which is found frequently in Earth Nodes (described in chapter 3) deep in the world below. Drowcraft has similarities with other elven craft, sharing a similar lightness and grace in construction. Where the craft of the elves of the surface and the Drow diverge is in the Drowcrafter's use of fearsome dark energies, poisons, and chiefly with their race's obsession with causing as much pain as possible to its enemies-all in the name of Lolth the Spider Goddess.", "To ensure that a noble house remains dominant, they go to great lengths to hide their skills and knowledge from other houses within their own city. As such, non-drow rarely come across these fell objects until they are on the piercing end of a {@condition poisoned} adamantine short sword or shackled in magically restrictive chains. Some attentive prisoners however, aided by a great deal of courage and insight manage to learn these dark crafts from their masters before escaping. Often, they use this knowledge as a means of getting revenge on their cruel captors.", { "type": "refSubclassFeature", @@ -26815,14 +26976,14 @@ "level": 3, "entries": [ "{@i 3rd-level Drowcrafter feature}", - "Your study of Drowcraft has taught you to create one of the most fearsome symbols of Drow power: the Shackles of Lolth.", - "These magical shackles are forged from adamantine, baked for a season in an earth node or in a patch of {@i faerzress} and are then traditionally blessed by a priestess of Lolth. The drow use these evil manacles as tools to enslave their opponents both physically and magically:", + "Your study of Drowcraft has taught you to create one of the most fearsome symbols of Drow power: the {@i Shackles of Lolth}.", + "These magical shackles are forged from adamantine, baked for a season in an earth node or in a patch of {@i {@variantrule faerzress|JBoE}} and are then traditionally blessed by a priestess of Lolth. The drow use these evil manacles as tools to enslave their opponents both physically and magically:", { "type": "list", "items": [ "You can use the shackles as a spellcasting focus for your artificer spells.", - "You learn the mending cantrip.", - "As an action, you can can make a melee spell attack roll using the Shackles of Lolth against a creature within 5 feet of you. If the creature is {@condition grappled} or {@condition incapacitated}, you have advantage on the roll. On a hit, the creature becomes snared in the shackles and is {@condition restrained}. While the creature is {@condition restrained} in this way, you can cast the {@spell suggestion} spell on them at will. The creature is not under the {@condition restrained} condition while carrying out your commands. If you command the creature to harm themselves or another creature, the spell fails. If the creature takes damage or your attempt to command them fails, they can make a Wisdom saving throw against your spell save DC. On a successful save, the shackles are broken and return to you. As part of completing a long rest, you can cast the mending spell on the shackles to use them again. A creature that has broken free of their shackles is magically marked for 24 hours. During that time, you have advantage on Wisdom ({@skill Survival}) checks to track them." + "You learn the {@spell mending} cantrip.", + "As an action, you can can make a melee spell attack roll using the Shackles of Lolth against a creature within 5 feet of you. If the creature is {@condition grappled} or {@condition incapacitated}, you have advantage on the roll. On a hit, the creature becomes snared in the shackles and is {@condition restrained}. While the creature is {@condition restrained} in this way, you can cast the {@spell suggestion} spell on them at will. The creature is not under the {@condition restrained} condition while carrying out your commands. If you command the creature to harm themselves or another creature, the spell fails. If the creature takes damage or your attempt to command them fails, they can make a Wisdom saving throw against your spell save DC. On a successful save, the shackles are broken and return to you. As part of completing a long rest, you can cast the {@spell mending} spell on the shackles to use them again. A creature that has broken free of their shackles is magically marked for 24 hours. During that time, you have advantage on Wisdom ({@skill Survival}) checks to track them." ] } ] @@ -26857,23 +27018,28 @@ "As a bonus action, you can expend a charge of faerzress to create one of the following effects:", { "type": "entries", - "name": "Destruction", "entries": [ - "For 1 minute, when you hit with a spell attack or weapon attack, the attack deals an extra {@damage 3d6} force damage to the target." - ] - }, - { - "type": "entries", - "name": "Warding", - "entries": [ - "For 1 minute, you gain a +2 bonus to your AC. Your hit point maximum and current hit points also increase by an amount equal to twice your artificer level for the duration." - ] - }, - { - "type": "entries", - "name": "Luck", - "entries": [ - "For 1 minute, you can use your reaction to reroll a failed ability check or saving throw." + { + "type": "entries", + "name": "Destruction", + "entries": [ + "For 1 minute, when you hit with a spell attack or weapon attack, the attack deals an extra {@damage 3d6} force damage to the target." + ] + }, + { + "type": "entries", + "name": "Warding", + "entries": [ + "For 1 minute, you gain a +2 bonus to your AC. Your hit point maximum and current hit points also increase by an amount equal to twice your artificer level for the duration." + ] + }, + { + "type": "entries", + "name": "Luck", + "entries": [ + "For 1 minute, you can use your reaction to reroll a failed ability check or saving throw." + ] + } ] }, "Only one of these effects may be active at a time. If you expend another charge to use a different effect, the previous effect immediately ends." @@ -26893,23 +27059,28 @@ "Your devotion to Drowcraft has gained you the favor of the Spider Queen herself. You have become the chosen conduit to Lolth through your craftsmanship and magical equipment. You gain the following features:", { "type": "entries", - "name": "Web Walker", "entries": [ - "You gain a climbing speed equal to your walking speed, and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also do not suffer any movement penalty from moving in difficult terrain." - ] - }, - { - "type": "entries", - "name": "Poison Blood", - "entries": [ - "You are immune to the {@condition poisoned} condition. When you would take poison damage, you instead recover hit points equal to that amount." - ] - }, - { - "type": "entries", - "name": "Heightened Senses", - "entries": [ - "You have advantage on Wisdom ({@skill Perception}) checks, and can't be surprised. You also gain {@sense tremorsense|MM} out to a range of 60 feet." + { + "type": "entries", + "name": "Web Walker", + "entries": [ + "You gain a climbing speed equal to your walking speed, and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also do not suffer any movement penalty from moving in difficult terrain." + ] + }, + { + "type": "entries", + "name": "Poison Blood", + "entries": [ + "You are immune to the {@condition poisoned} condition. When you would take poison damage, you instead recover hit points equal to that amount." + ] + }, + { + "type": "entries", + "name": "Heightened Senses", + "entries": [ + "You have advantage on Wisdom ({@skill Perception}) checks, and can't be surprised. You also gain {@sense tremorsense|MM} out to a range of 60 feet." + ] + } ] } ] @@ -30071,10 +30242,10 @@ ], "by": "Jarlaxle" }, - "Wizards who choose this Arcane Tradition harness the mysterious magical energy which suffuses the Underdark named {@i Faerzress} by the Drow. The word faerzress is composed of {@b {@i faer}} (magic) and {@b {@i Z'ress}} (to hold dominance or to remain in force), which together mean magic that remained.", - "Little is known of this unusual arcane magic , even by the very wizards who strive to master its power. Some legends state that it is an ancient form of elven magic dating to when the Drow were first exiled from the surface world. Others claim it dates from even earlier and is a byproduct of the magic used in the very creation of the Underdark. With strange origins, {@i faerzress} operates in a markedly different fashion to other magic of the weave. It radiates out of the earth, creating dim oases of light in the subterranean caverns and serving as a source of nutrients for the diverse fauna of the Underdark.", - "Wizards come into contact with this ancient form of magic in a variety of ways. The udadrow survey where {@i faerzress} is most abundant to build their cities upon it, since harnessing this magic is a fundamental aspect of udadrow spellcasting. Surface-dwelling wizards may discover this ancient form of magic in a dusty tome and decide to venture below to investigate further. Other wizards naively traveling through the Underdark find that after a night's rest near a patch of {@i faerzress} they become inextricably obsessed with mastering this powerful and possessive energy. This effect is often accompanied by a strange glow from the eyes and quiet, ominous muttering.", - "Time spent studying {@i faerzress} grants a wizard great insight into the inner workings of the weave. As members of the School of Demesne come into increasingly closer contact with this ancient fundamental force, this knowledge comes with a price. In Blingdenstone there is a well-known saying: \"Wherever {@i faerzress} lurks, chaos and madness follow close behind.\"", + "Wizards who choose this Arcane Tradition harness the mysterious magical energy which suffuses the Underdark named {@i {@variantrule Faerzress|JBoE}} by the Drow. The word faerzress is composed of {@b {@i faer}} (magic) and {@b {@i Z'ress}} (to hold dominance or to remain in force), which together mean magic that remained.", + "Little is known of this unusual arcane magic , even by the very wizards who strive to master its power. Some legends state that it is an ancient form of elven magic dating to when the Drow were first exiled from the surface world. Others claim it dates from even earlier and is a byproduct of the magic used in the very creation of the Underdark. With strange origins, {@i {@variantrule faerzress|JBoE}} operates in a markedly different fashion to other magic of the weave. It radiates out of the earth, creating dim oases of light in the subterranean caverns and serving as a source of nutrients for the diverse fauna of the Underdark.", + "Wizards come into contact with this ancient form of magic in a variety of ways. The udadrow survey where {@i {@variantrule faerzress|JBoE}} is most abundant to build their cities upon it, since harnessing this magic is a fundamental aspect of udadrow spellcasting. Surface-dwelling wizards may discover this ancient form of magic in a dusty tome and decide to venture below to investigate further. Other wizards naively traveling through the Underdark find that after a night's rest near a patch of {@i {@variantrule faerzress|JBoE}} they become inextricably obsessed with mastering this powerful and possessive energy. This effect is often accompanied by a strange glow from the eyes and quiet, ominous muttering.", + "Time spent studying {@i {@variantrule faerzress|JBoE}} grants a wizard great insight into the inner workings of the weave. As members of the School of Demesne come into increasingly closer contact with this ancient fundamental force, this knowledge comes with a price. In Blingdenstone there is a well-known saying: \"Wherever {@i {@variantrule faerzress|JBoE}} lurks, chaos and madness follow close behind.\"", { "type": "refSubclassFeature", "subclassFeature": "Radiate Faerzress|Wizard||Demesne|JBoE|2" @@ -30414,5 +30585,37 @@ ] ] } + ], + "variantrule": [ + { + "name": "Faerzress", + "source": "JBoE", + "page": 92, + "ruleType": "O", + "entries": [ + "The depths of the Underdark are often suffused with powerful magical radiation, called {@i faerzress} by the udadrow. {@i Faerzress} is a remnant of ancient and powerful magics, particularly the spellcraft responsible for the creation of the Underdark itself. This radiation often interferes with newer forms of magic, distorting or empowering spells from a newer age. These effects are typically unknown to surface-dwellers, and are one of the great dangers of the Realms Below. The udadrow often build their cities in areas surrounded by {@i faerzress}, allowing them to hide their presence from divination magic, and assisting them in their efforts to create powerful magical items with additional effects from the {@i faerzress} itself.", + "The unstable nature of the {@i faerzress} causes all areas radiated with to be illuminated with dim light, as well as disrupting and distorting magic with some unpredictable results:", + { + "type": "entries", + "entries": [ + { + "type": "entries", + "name": "Casting Spells", + "entries": [ + "Whenever a creature casts a spell within 5 feet of an area of {@i faerzress}, roll a {@dice d20}. If they roll a 1, their magic is distorted by the unpredictable radiation creating a Wild Magic effect. Roll on the {@table Wild Magic Surge|PHB|Wild Magic} table in the {@book Player's Handbook|PHB} to see the results.", + "Whenever a character attempts to cast a spell in the Underdark, the DM may allow them to make a DC 17 Intelligence ({@skill Arcana}) check, successfully becoming aware of the dangers of doing so on a successful roll. If a spell is cast in an area suffused with {@i faerzress}, additional effects may occur, and are detailed below." + ] + }, + { + "type": "entries", + "name": "Teleportation", + "entries": [ + "Spells that involve teleportation do not work reliably over distances greater than 1 mile when either the origin or the destination is within an area affected by {@i faerzress}. A character that casts a teleportation spell or uses an ability or item that has a teleportation effect that moves a creature or creatures more than one mile while in an area of {@i faerzress} must make a DC 20 Intelligence ({@skill Arcana}) check. On a successful save, the spell or ability functions normally. On a failed save, each creature targeted by the spell or ability must roll on the Teleportation table listed under the {@spell teleport} spell in the {@book Player's Handbook|PHB}, using the {@i Viewed once} familiarity level." + ] + } + ] + } + ] + } ] } \ No newline at end of file